A suggestion (maybe)

posted to: Cloth

I'd like to make a suggestion about the structure of the future big course, if one is forthcoming. How about structuring it as follows:

  • 1. Basics
  • 1.1 Sim zone, repetition zone: the introductory part (which is, basically, the part one of the current course)
  • 1.2 Going three-dimensional (the same, in 3D)
  • 2. Particles
  • 2.1 Verlet
  • 2.2 Collisions
  • 2.3 Going 3D
  • 2.4 Fluid: stability and sprawling
  • 2.5 Fluid: dampening
  • 2.6 Rockfall: variable radii
  • 2.7 Bonus: shading effects
  • 3 Geometry
  • 3.1 Distance constraint (including the 3D version)
  • 3.2 Rigid body: stick
  • 3.3 From rigid to soft: string
  • 3.4 From rigid to soft: primitives and more
  • 3.5 Advanced: cloth
  • 3.6 Getting practical: Surface Deform and Mesh Deform modifiers (not currently mentioned).


The reason I'm suggesting this change is that I personally measure the usefullness of a course by how many practical tricks of the trade I learn from it--and cool as they look, the two-dimensional techniques the current course teaches have limited practical use. So, adding the 3D part makes all the time spent repeating the rather complicated node setups worth its while by giving the student a set of tools they can use in their projects. Another idea that I think is worth considering is writing down the theoretical parts shown in the 'paper' lessons, as well as the few graphs the instructor sketches on the screen throughout the course, in an accompanying e-book which may come with the course's files: I, for one, have got the impression that a lot of the principles this course is based upon could be implemented with a lot better results in code as Blender addons (but then again: I've been a software developer for 30+ years and to me, code is a lot more intelligible than labyrintine node noodles; others may not feel the same way).

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  • Adrian Bellworthy replied

    That is a great suggestion.

    The concern is, it would be a huge course, with all the research and development, recording, editing, pre release quality checks, re-recording and/or re-editing where necessary, and production of marketing material, would probably mean a good year or more to produce.

    We then risk changes in Blender version having a negative affect on the content produced. Considering simulation nodes are still fairly new to Blender.

    Producing your own work will always mean modifying any example you learn from a course.
    Breaking this down and starting with a Basics/Introductory course means any follow up course would have more specific with practical examples.

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