The soft body tag can be used to simulate the physical behavior
of soft bodies or cloth. To do that you just have to add the soft
body tag to an editable polygon object and turn on Dynamics.
For pinning mesh vertices to rigid bodies please use the Anchor
tag.
The soft body simulation is performed in the global coordinate
system. So the transformation properties of the object are not
influenced by a soft body simulation.
Simulation of a soft body flag attached to a flagpole.
Attention: You can only add a soft body tag to an editable
polygon object.
Properties
- Mass: Specifies the total mass of the soft body.
- Stiffness: Specifies how stiff the soft body is.
Low values result in more elastic objects while higher values
generate stiffer objects.
- Damping: Specifies how strong the linear
movement of the soft body vertices is damped. The higher the
damping value the faster the soft body movement slows down.
- Drag: Specifies how strongly the soft body is
influenced by drag forces.
- Lift: Specifies how strongly the soft body is
influenced by lift forces.
- Friction: Specifies how strong the soft body is
influenced by frictional forces between two objects.
- Volume conservation: Specifies if the volume of
the soft body should be maintained when it is squashed.
- Pressure: Specifies the pressure within the soft
body. If the pressure within the object is higher than the
pressure outside this will blow up the object.
- Recover shape: When using this property the
soft body remembers its original shape and tries to recover it.
- Margin: The margin adds some additional
collision tolerance. The margin should never be zero.
- Bending constraints: The bending constraints
specify the max. adjacency distance of control point influencing
each other. For volumetric soft bodies this value should be at
least 2. In general it is recommended to keep that value
unchanged.
- Two sided: This property is only needed for
cloth simulation. It is required that drag and lift forces are
applied on both sides of the surface.
- Self collision: Specifies if the soft body is
checked for self intersections.
- User clusters: If this property is turned on the
mesh itself is no longer used for the collision test but an
approximation of the mesh is computed. Hereby the shape of the
mesh is approximated by so called clusters.
- Clusters: Specifies the max. number of clusters
which are used to approximate the shape of the soft body.
- Solver iterations: The higher this value is the
more simulation steps the physics solver will calculate for each
simulation frame. So higher values generate more accurate
simulations results at the cost of longer calculation times.
Especially when soft bodies penetrate into other objects higher
solver iterations can solve that problem.
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