Soft Body Operator Property Editor
| Simulation | Soft Body | Dynamics | Presets
Controls the deformation of non-rigid objects when they are subject to forces and obstacles.
To apply: From the Simulate toolbar, select an object and choose Create > Soft Body > from Selection.
For more information on soft body in general, see Soft Bodies [ Dynamics ].
Defines the operating parameters of the soft body simulation.
Execution State
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Mute |
Activates/deactivates the soft body simulation. By muting the soft body simulator, the soft body model returns to its original undeformed state. Temporarily mute it if you want to freely move the playback cursor on the timeline (for example, for inserting keyframes) without running the simulation. |
Range
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Start Frame |
Sets the first frame of the soft body simulation. |
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End Frame |
Sets the last frame of the soft body simulation. |
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Copy from Scene |
Copies the start and end frame values from the scene’s timeline to the Start Frame and Duration. |
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Copy to Scene |
Copies the values you set for the Start Frame and Duration to the scene’s start and end frame values on the timeline. |
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Iterations per Frame |
The number of iterations executed by the calculation cycle between one frame and the other. High values help the solver to be more precise. If soft body has artifacts, increase this value and play the simulation again. |
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Save Simulation |
When you save the scene, this option calculates the simulation as much as is cached on disk. This information is retrieved when you load the scene again. The cache is optimized to store as little data as possible. If you don’t select this option, the computation is executed again when you load the scene. |
Defines the deformation attributes of the soft body object.
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Sampling |
Controls the resolution of the lattice used in the calculation of the object’s deformation. Higher values cause the lattice to more closely resemble the volume of the object to be deformed and thereby create a more realistic result. Note that higher sampling rates take longer to process. |
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Stiffness |
Sets the rigidity of the lattice applied to the object. Higher values cause the object to better resist deformations, although excessively high settings may result in instability. |
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No Stretch |
Prevents the soft body object to be overly stretched when there are low values for Stiffness. |
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Body Mass |
Defines the weight of the object to be deformed. This value has an impact on how the object interacts with environmental forces and collisions with obstacles. |
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Body Friction |
Determines how much of the deformed object’s energy is absorbed by the obstacle with which it collides. |
Plasticity
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Threshold |
Defines the plasticity of the object to be deformed. This value sets the point beyond which the effects of a collision can become permanent. |
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Damping |
Controls the ability of soft body of recovering its shape after a collision, as defined by its Threshold value. A value of 1 causes the object’s deformation to become permanent; a value of 0 simulates a more resilient material, which permits the object to return to its original (predeformed) shape. |
Defines how a standard animation of the object cohabits with the deformation of the soft body simulation.
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Use Body Animation |
When using soft body only on a region of the model (by clustering it), you can preserve SRT (scale, rotate, translate) transformations on the free area of the model. By selecting this option, the movement of the non-clustered area drags the soft body-deformed region. If all of the model is subject to soft body, SRT animations can be taken into account by selecting Solid Body Center. |
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Inherit Initial Inertia |
Preserves the velocity of the object at the first frame of the soft body simulation. |
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Solid Body Center |
Soft body object’s center follows the animation, causing the rest of the body to deform as it tries to follow the center. |
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Soft Cluster Boundary |
A cluster of selected points will follow the animation and the rest of the body will deform as it tries to follow the cluster. |
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Decay |
Defines the extension of a region around the object’s center or cluster in which the model follows partially the predefined animation and partially the deformation calculated in the simulation. |
Displays a number of soft body presets that you can apply to a soft body object to simulate such objects as a carpet, water balloon, or bouncing ball.
To use the presets:
1. Select an object to which soft body is already applied.
2. Open the SoftBodyOp property editor and click one of the buttons on the Presets page.
3. Calculate the simulation by clicking the Play button in the playback controls.
Autodesk Softimage v.7.5