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It turns out that in the world of hydraulics and fluid motion, the human body is a fascinating place to conduct studies on pressure and flow. The Windkessel Effect, or Aortic Compliance is a prime case in point. The heart's great chambers dump "too much" blood in the arteries as they deliver an initial thrust. To accommodate being "over-filled" the arteries must be constructed of material which can expand like a balloon and then contract back down. This contraction back down again delivers a second great pulse. Systolic for the heart pulse Diastolic for the arterial pulse Blood pressure of less than 120/80 is considered healthy, and it's that "80" which got me fascinated. The diastolic part. . How would I do that at home in Blender? Step 1 - do extensive googling to learn about blood and download lots of reference images Step 2 - open Blender and draw a curve to taste, bevel with a circle. Set it as a collision object in the physics tab. This is the Artery. Step 3 - apply a Lattice Deformer to the Artery with enough resolution, create shape keys for the pulsing, create (slightly) overlapping keyframes (for smooth wave motion) for each set of successive shape keys, copy and paste those keyframes along the length of the timeline. Step 3 - model or import blood cells, set them as collision objects in the physics tab. Step 4 - create a disc shaped particle emitter and give it 3 particle systems. The healthy ratio of blood cells is 1:1,000:40. 1 White Blood Cell to 1,000 Red Blood Cells to 40 Platelets Set gravity to zero with initial starting velocity, give the systems lots of rotation and enough lifetime to reach and go beyond your camera. Step 5 - Add 2 force fields. 1 for turbulence and 1 for wind. The wind is the prom queen in this animation. I set mine to blast at 40m/s and then dead-stop back to zero again, and keyframed it to more-or-less overlap with the set of lattice deformer shape keys I had chosen as my "parent". I did the "more-or-less" intentionally to achieve a more organic effect than a machine-gun precision. Step 6 - apply materials to everything Step 7 - add lights in impossible places because this is virtual reality and I can.... (Love this love this love this!) Step 8 - build in and blow stuff up Step 9 - Renderrrrrrrrrrrrrrrrrrrr . This was all done on a 7 year old laptop so there's so much that could be improved. But there always is...LOL