Softbodies are available as an effect in the Object buttons. "Dynamic" Mode evaluates collision, gravity, physics etc. ----------------------- Dynamic Mode --------------------- NOTES: - This is an incremental simulation. Unless baked, the simulation can only work forwards, i.e. with increasing frame numbers (i.e. in ALT-A). If you want to step through the simulation freely, you have to "Bake" it (see below). - Known issue: Doesn't work correctly with fields nor MBlur HOWTO: - Create your soft mesh, for example, a plane. Subdivide it a couple of times. You can subdivide differently in different areas. The more subdivision, the 'stiffer' the mesh in that area. - To evaluate lighting correctly in OpenGL view, turn on Subsurf - Create a new Object, on which deformation will be based. For example, a table where a tissue falls down. This object does not need to be subdivided. - It is good practice to create two versions of this object, one slightly bigger and invisible, which is used for collision evaluation. This corrects for collision inaccuracies. It can also be lower-poly than the visible object, to speed up simulation. - Add an effect to the soft mesh, choose "Soft", set to "Dynamic". In the DeformOb: field, enter the name of the other (rigid) object (if you have created two, use the bigger one). - Sta: and End: set the frames where to begin/end evaluation/baking. Set to 2 and 5000 for now. - Gravity is self-explanatory. Set to 10 for now. - Stiffness and density of the soft mesh directly depend on each other. Set to 2.7 for now. - Elasticity is how much the soft mesh's material can strech. Very low values appearently lead to rounding errors and strange behaviour, is to be investigated. Set to 0.03 for now. - MoveDamp is how much the movement of the soft mesh is damped along time (for example, by air friction). Set to 0.6. - "Mass" toggles physically (more or less) correct simulation vs. a very simple algorithm. Set it to On. - "Restitution" enables bouncing of the soft mesh from the rigid object. Not wanted for our example, here, leave Off. - "Ext Coll" enables detecting movement and rotation of the Rigid object during animation. If you leave this off, the simulation will be faster. - "Collision Dist" is the distance a vertex in the soft mesh will be moved away from the rigid body when it collides. - The "Restitution" slider determines the amount of "bouncyness". - "Freeze" makes a new object from the current state of the soft mesh - "Bake" runs the simulation and permanently stores it into the soft mesh, so that it can be played at full speed, and backwards. Use "Unbake" to run a new simulation. - Try ALT-A to see if it works :) ------------------------------- Field Mode ---------------------- In Field mode, the soft mesh behaves much like a Metaball. NOTES: - Due to the new displist system in recent Blender versions, this only works during ALT-A. It used to work during transform also. To be fixed. - The "Falloff" buttons (No Falloff, Sharp, Smooth) are not yet implemented in the new displist system, they don't work. - More documentation to be written. Just try around a bit - it's not hard to find usable settings. - Heavily depends on both mesh's normals. ------------------------------ Collision Mode -------------------- Stupid, doesn't really make sense.