After posting my car crash video, some people wanted a closer look at the tyFlow interface and workflow.Here's a short example showing how the deformation setup was achieved. Although this video doesn't include some details (doors/hood/tires breaking off, windows smashing, etc), it gives a basic outline of the overall system.The key difference you'll notice between this video and a typical PhysX setup in Particle Flow, is that here we're constructing a rig consisting of skinned meshes and other props outside of our main tyFlow, and then importing the entire thing into tyFlow as a spawnable prefab. The car is not a static shape assigned to a single particle -- it is a 1:1 translation of scene objects into particles, and a 1:1 conversion of skin modifiers into equivalent deformations within tyFlow. Once they're in the flow, the particles are treated normally by any additional operators. This flexibility gives you full control over the rig, while tyFlow seamlessly handles the PhysX calculations, skinning, etc. As you can see, it takes very few steps to get a decent result. Of course, a more realistic approach for this example would require additional structural supports added to the car frame, different mass values assigned to heavier/lighter parts of the car, breakable windows, detachable doors, rolling wheels, etc...all things that are certainly possible within tyFlow as well.