23.2. Blender's SoftBody System

23.2.1. The basics

There are two main methods to control the soft body effect:

Goal - Soft body Goal acts like a pin on a chosen set of vertices; controlling how much of an effect soft body has on them.

With Goal fully active (1.0), the object will act like any regular animated object (no soft body effect). When setting Goal to 0.0, the object is only influenced by physical laws. By setting Goal values between 0.0 and 1.0, you can blend between having the object affected only by the animation system, and having the object affected only by the soft body effect.

Goal also serves as a memory, to make sure soft objects don't deform too much, ending up in the non-soft animated shape.

Using the Vertex Group weight system, you can define a Goal weight per vertex. To make this look more natural, spring forces can be defined to control how far vertices can move from their original position.

Springs - The Edge Spring Stiffness defines how much edges try to keep their original sizes. For example, by adding diagonal edges within a cube, it will become stiffer (less "jelly like"). By tweaking the E Stiff parameter, objects can be set to try to, more or less, keep their original shape, but still move freely with dynamics.

Note

When you enable the Soft Body effect on an object, it will always be simulated forward in time. Moving backwards in time or jumping in steps larger than 9 frames will reset the soft body back to its original position. Use the new TimeLine window playback to make tweaking Soft Body effects interactive.

Once you're satisfied with the simulation, you can Bake the simulation into a static animation system. A baked soft body plays back much more quickly, and is not dependent on simulation anymore.

Note

It is recommended that you bake soft bodies when rendering animations, because the simulation doesn't work correctly for Motion Blur rendering, or for rendering in small chunks via a network render system.

Using Softbody for cloth simulation, especially with collision detection, is still in a testing stage. The current collision code requires improvements, which is scheduled for a later release. For more precise control over cloth simulation, we will also add special edge options in a later release. Currently, all edges have an equal effect on the soft body.

Since vertices in Soft Bodies are treated as particles, the options for Force fields and Deflectors apply for them as well. Please note that deflection (collisions) only work on non-deformed Meshes (not using hooks, armatures, lattices, etc). Check the release notes for more information.

23.2.2. Interface

The interface for the SoftBody is accessed in the Object panel, (F7) under the Softbody tab. See Figure 23-1.

Figure 23-1. Softbody settings.

Softbody settings

Figure 23-2. Bake settings.

Bake settings

23.2.3. Example

Our example will show you a way to do a simple flag moving with the wind.

Create a plane in front view and subdivide it three times. Go to the Edit buttons F9 and activate Subsurf. Set subsurf level to 2 for the best results. Press Set Smooth.

Let's add two pins to our flag in both upper and lower corner of our plane.

Figure 23-3. Example Weight Setting.

Now we will add some wind to the simulation

Tip

You can temporarily increase the Strength value so that you can more easily see the effect of the wind.

Figure 23-4. Example Wind setup.

Figure 23-5. Example Wind Strength IPO.