Summary
When it comes to Blender’s rigid body physics, Blender uses a lot of the same principles and terminology (and potentially the same code in some cases) as for the physics simulation that’s provided in many other applications. This includes some game engines.
I wish I could do a chapter on every kind of physics simulation, but that would be a whole book on its own. We have more things to animate and more cameras with which to view them! Specifically, we’ll learn how to use multiple cameras in an animation and capture the action from all angles.