Timeline for How to move a soft body object in the scene towards a "goal position" while physics is active?
Current License: CC BY-SA 4.0
15 events
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Oct 13, 2018 at 20:21 | vote | accept | Amir | ||
Oct 13, 2018 at 2:37 | vote | accept | Amir | ||
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Oct 12, 2018 at 6:14 | history | edited | Rich Sedman | CC BY-SA 4.0 |
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Oct 12, 2018 at 6:10 | answer | added | Rich Sedman | timeline score: 2 | |
Oct 8, 2018 at 22:35 | comment | added | Rich Sedman | You can achieve such an effect using the Vertex Group in the Soft Body Goal settings to affect how much each vertex is affected by the soft body and a hook. The mesh geometry will affect the 'at rest' position of the 'arm' - this can be manipulated by Shape Keys if you want multiple 'at rest' positions - and a hook to pull the end point to the desired location with the rest of the 'arm' bending to reach. Setup is a bit complicated but I'll see if I can put together a detailed answer over the next day or two. | |
Oct 8, 2018 at 18:21 | comment | added | Amir | @RichSedman I was thinking of moving the objects using a curve path. What do you think? (see here) | |
Oct 5, 2018 at 22:33 | comment | added | Rich Sedman | Ah. From your example it appears that you want them to be pinned at one place and yet free to move and be dragged by the 'force' for the rest of the mesh. Unfortunately, the method I suggested uses the same Goal settings to achieve the result - so it's not possible to achieve a solid pinning (which requires high goal strength and stiffness on a specific set of vertices) while also pulling the remaining vertices out of their natural locations (by using a much smaller goal strength and stiffness and moving the vertices out of place). I'll let you know if I come up with another solution. | |
Oct 5, 2018 at 19:12 | history | edited | Amir | CC BY-SA 4.0 |
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Oct 5, 2018 at 19:08 | comment | added | Amir | @RichSedman The closest thing I've found is this. I'm trying to see if a similar approach would work for my problem. The problem with the rigging/armature setup seems to to be that I possibly cannot move the object to a goal/target point in space since gravity affects the mesh. So I'm trying to see how I can pin my object first before applying such a setup to it. Let me know if you have a better solution in mind | |
Oct 5, 2018 at 17:01 | history | edited | Amir |
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Oct 5, 2018 at 13:01 | comment | added | Amir |
@RichSedman An example would be great! You can use the .blend file that I have uploaded here as an example. My goal is to somehow make sure I have something like two fingers that are attached to a piece of bone. So moving one would move the other one as well. However, I want to create a shape (say an sphere with collision enabled) at the center and move both of the soft body meshes towards it --> (0, 0, 0) . It would be great if you can show how I can do this with one of the meshes.
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Oct 5, 2018 at 12:11 | comment | added | Rich Sedman | You can apply a force to a soft body by adjusting the Soft Body Goal settings and moving the original mesh after the simulation has been started. The Stiffness and Damping can be keyframed which should allow you to achieve what you require (low stiffness relaxes the 'pull' to the mesh while high stiffness draws it in tighter). I can put together an example later - do you have any images or extra description for what you're trying to achieve so I can make it as relevant as possible? | |
Oct 5, 2018 at 8:42 | history | edited | Amir | CC BY-SA 4.0 |
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Oct 4, 2018 at 23:28 | history | edited | Amir | CC BY-SA 4.0 |
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Oct 4, 2018 at 23:14 | history | asked | Amir | CC BY-SA 4.0 |