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Soft body shape used for cloth and other deforming objects.

This node is is from the "bullet" plugin

Node name Parents MFn type Compatible function sets
bulletSoftBodyShape MPxLocatorNode

Attributes (17)

currentTime, startTime, inWorldMesh, generateBendConstraints, bendResistance, linearStiffness, collisionMargin, pressure, selfCollision, positionIterations, particleMass, solverInitialized, solverUpdated, outSoftBodyData, outSolvedMesh, friction, damping, mass, drag, lift, enableShapeMatching, shapeCoefficient, enableVolumeMatching, volumeCoefficient, maxVolumeRatio, rigidContactHardness, kineticContactHardness, softContactHardness", anchorContactHardness, velocityCorrection, particleBendResistance, particleLinearStiffness,

Long name (short name) Type Default Flags
inWorldMesh (iwmesh) mesh hidden
input world-space mesh for the collision object as a mesh
generateBendConstraints (gbc) bool false
Generate bend constraints when generating the inter-particle constraints for the soft body
selfCollision (sc) bool false
Ability for soft body to collide with itself
bendResistance (br) float 0.01
Controls how strongly the bend constraints will resist parts of the soft body bending.
linearStiffness (ls) float 1.0
Soft body stiffness to keep distance between particles
friction (kdf) float 0.01
The friction between soft body and other objects
damping (kdp) float 0.0
The overal damping factor applied to the motion of the soft body
mass (mss) float 1.0
The total mass of the soft body
pressure (pr) float 0.0
Determines how strong an enclosed soft body maintains its shape and volume. High pressure will cause the body to expand, and low pressure will cause it to deplete.
drag (kdg) float 0.0
Controls the amount of drag as the soft body moves through the air
lift (klf) float 0.0
Controls how strong the lift to be generated as the soft body moves through the air
enableShapeMatching (shpmat) bool false
Soft body is to match shape during simulation
shapeCoefficient (kmt) float 0.0
The strength of the shape matching constraints when using shape-based pose matching
enableVolumeMatching (volmat) bool false
Soft body is to match volume during simulation
volumeCoefficient (kvc) float 0.0
The amount of force used to maintain the shape's volume when using volume-based pose matching
maxVolumeRatio (volmax) float 1.0
Max volume ratio for volume-based pose matching
rigidContactHardness (kchr) float 1.0
Amount fo penetration correction applied to contacts with rigid bodies
kineticContactHardness (kkhr) float 1.0
Amount of penetration correction applied to contacts with static bodies
softContactHardness (kshr) float 1.0
Amount of penetration correction applied to contacts with other soft bodies
rigidContactHardness (kahr) float 1.0
Amount of correction is applied to follow anchor constraints
collisionMargin (cm) float 0.04
Minimum allowable distance between cloth and collision object
positionIterations (pt) int 10
Positions solver iterations
velocityCorrection (kvcf) float 1.0
obsolete
currentTime (ct) time hidden
Current time for the shape. REVISIT
startTime (st) time hidden
Initializing time for the shape. REVISIT
solverInitialized (solinit) BulletSolverData::id readable input
SolverData pointer to the initialized solver. Also makes sure data processed in the correct order for new/delete and add/remove.
solverUpdated (solup) BulletSolverData::id readable input
stub parameter noting that the solver has been updated for the current timestep
outSoftBodyData (sbdata) BulletSoftBodyData::id readable output connectable
Soft body data (output)
outSolvedMesh (osolmsh) mesh output hidden
output mesh for the collision object as a mesh
particleMass (partmass) double array
Mass scaling factor for each vertex
particleBendResistance (partbr) double array
Bend resistance scaling factor for each vertex
particleLinearStiffness (partls) double array
Linear stiffness scaling factor for each vertex