1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56
|
********
Examples
********
Here are some simple examples showing the power of soft body physics.
A Bouncing Cube
===============
The Process
-----------
First, change your start and end frames to 1 and 150.
Then, add a plane, and scale it five times. Next, go to the physics tab, and add a collision.
The default settings are fine for this example.
Now add a cube, or use the default cube, then enter *Edit Mode* to subdivide it three times.
Add a Bevel Modifier to it to smoothen the edges and then to add a little more,
press :kbd:`R` twice, and move your cursor a bit.
When finished, your scene should look like this:
.. figure:: /images/physics_soft-body_examples_scene-ready.png
:width: 520px
The scene, ready for soft body physics.
Everything is ready to add the soft body physics.
Go to :menuselection:`Properties --> Physics` and choose *Soft Body*.
Uncheck the *Soft Body Goal*, and check *Soft Body Self Collision*.
Also, under *Soft Body Edges*, increase the Bending to 10.
Playing the animation will now give a slow animation of a bouncing cube.
To speed things up, we need to bake the soft body physics.
Under *Soft Body Cache* change the values of your start and end frames. In this case 1 and 150.
Now, to test if everything is working, you can take a cache step of 5 or 10,
but for the final animation it is better to reduce it to 1, to cache everything.
.. TODO2.8:
When finished, your physics panel should look like this:
.. figure:: /images/physics_soft-body_examples_physics-settings.png
The physics settings.
You can now bake the simulation, give the cube materials and textures and render the animation.
The Result
----------
`The rendered bouncing cube <https://www.youtube.com/watch?v=3PzgB9jw9iA>`__
|