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Soft Body Collisions
Soft Body Collisions
tpalamar, updated 2008-01-25 06:58:25 UTC 113,383 views  Rating:
(5 ratings)
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Now, let's make pCube1 a soft body. This is the important part. Choose Soft/Rigid Bodies > Create Soft Body and open the tool options box. Set Create Options to Make Soft. By doing this all of the other options are grayed out. This creates a soft body object without a goal. Basically, it creates a particle for each vertex, making each one dynamic. At this point, they are at the mercy of Newton's laws of physics and no longer under your control. To gain some control back, you must set the Conserve on the newly created particles to zero. Open the outliner (Window > Outliner). Click on the plus sign next to pCube1. This reveals the connected particle shape. Select it. In the channel box, under pCube1ParticleShape, find Conserve; the eighth attribute down. Set it to zero. (Figure 4)


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Select pCube2 and make it a Passive Rigid Body. (Choose Soft/Rigid Bodies > Create Passive Rigid Body) Use the defaults for all of the settings. Passive rigid bodies are full fledged rigid bodies, but allow you to key frame their transforms.


Make pCube2 a child of pCube1.


Next, let's animate pCube1. Set a key in its current position for the translate X. To key just the translate X attribute, click on the words TranslateX in the channel box. Press and hold the right mouse button down, scroll down to the second option in the list, Key Selected, then release the mouse button. For the next key, move forward in the timeline to frame 60. Type a value of -7 for the TranslateX attribute and Key Selected again. (Figure 5)


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