The following settings are Soft Body Properties, some of which you can access only through the when the object is selected.
These attributes affect how the soft body is created.
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Shows the name of the original or input polygon mesh for the Solve. Double-click to navigate to the for the mesh.
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Creates constraints in the soft body system that control how much the joints at each vertex can bend.
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Causes the solver to detect and resolve collisions between different parts of the same soft body, such as when a patch of
cloth folds back on itself.
These attributes affect how the soft body behaves when simulated by the solver.
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Controls how strongly the bend constraints resist parts of the soft body bending. This attribute does nothing if is off.
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Controls how much stretch is in the soft body.
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Sets the amount of friction between the soft body and other objects.
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The damping factor applied to the overall motion of the soft body. Too much damping prevents the soft body from moving.
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The total mass of the soft body. The paintable particleMass attribute is a scaling factor of the total mass on each vertex.
These attributes affect how the soft body reacts to the air around it.
NoteTo affect Soft Body objects by any Wind settings, the values must be set to something other than zero.
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Determines how strongly a closed soft body, such as a sphere, maintains its shape and volume. High Pressure values cause
the body to expand, while low Pressure values cause it to collapse.
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Controls the amount of drag acting on the soft body as it moves through the air.
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Controls the amount of lift that is generated as the soft body moves through the air.
These attributes let you setup the soft body pose matching system, which works on closed shapes. You can use any combination
of shape and volume matching on a single soft body.
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When activated, the soft body tries to maintain its original shape.
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Specifies the degree to which the rigid body attempts to maintain its shape. Higher values cause the rigid body to adhere more strictly to its original shape. If the values are too high, the soft body may
penetrate or even fall through other objects.
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When on, the soft body tries to maintain its original volume.
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Specifies the degree to which the rigid body attempts to maintain its initial volume. The higher value, the more the soft body resists changes to its original volume. High values can cause the simulation to become unstable.
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Max volume ratio for volume-based pose matching.
These attributes determine the degree to which the solver resists changes to the soft body's shape when it comes in contact
with various types of objects.
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The amount of penetration correction applied to contacts with rigid bodies
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The amount of penetration correction applied to contacts with static bodies
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The amount of penetration correction applied to contacts with other soft bodies.
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The amount of correction is applied to follow anchor constraints.
These attributes are used by the Bullet solver to modify how it updates the soft body system.
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The minimum allowable distance between cloth and collision object.
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Positions solver iterations.
The group determines the collision groups for this soft body, by default the soft body belongs to the DefaultFilter group. The
first 16 bits of the integer determine the collision filter groups. The display names for the collision filter groups are
defined by the Bullet Solver's attribute.
See Create Bullet Soft Bodies for information on how to create a Soft Body solve.
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