News: Softbody self-collision in next version!

Hey, I just have to bring the news about this to
you guys, we’re getting softbody-self-collision in
the next version of Blender! YES YES YES! :smiley:

Thanks Bjornmose (Jens Ole Wund)!

Taken from the developer logs today:
new softbody feature:
simple (naive) self collision
estimates a collision ball
using the spring lenght to attached neighbours
(idea stolen from old cloth modifier files, but i’m sure ZAZ and genscher won’t mind)
– usefull for untangeling static cloth like objects
– may be used for cloth simulation with known limitations
like ‘tunnel effect’ if objects are moving too fast …

demo – volatile files

have fun

PS: Take a look at the videos…while they’re there.


hmmm I haven’t gotten that commit message… wierd…


here it is…

and don’t loose it again!


just checked the online archives and I see it… this is pretty cool :slight_smile:

Great news!

I haven’t been able to see any major differences between the two videos yet. Maybe I need to step through the frames manually to see the difference :slight_smile:


can this be downloaded now?

burns: all that is in cvs can be downloaded. it’s all source though, so you need to compile it yourself… there are people that compile cvs all the time, so there might be binaries available too, if you are lucky.

testbuilds forum:

there is also that provide binaries, but it’s down at the moment.


Why such an improvement, when there is a cloth modifier planned?

What about the new cloth modifier? I didn’t heared about it in the last time??

Will it be obsolet?


link please?

link is on my post little bit higher.


Don’t expect too much!

Since every vertex has to check every other, the calculation costs go with (#vertex*#vertex)/2. So if you double the resolution of the mesh it takes 4 times longer to calculate. Do you remember the unoptimized collision in softbodies. Pity the optimizing trick i used there fails in this case. So that are the baking times you should think of.

The other issue is there are balls of the size of the average edge length colliding, which leads to a visible gap on contact.

So, the coth modifier will hopefully do a far better job.

Algorith, you’re right, the files are a bad demo.
However watch the last arriving corner of the sheet penetrating the allready resting fold in the ‘without’ case.

Wow! Softbodies with self collision.:slight_smile:

Maybe for a better demonstration you should have like a softbody with volume do it, kind of like making it so it will rest on top of itself.

Theat’s a cool feature! Some thoughts, though:

  • Compiler optimizations for Blender were only benchmarked with rendertime, right (personally, I’ve done my share and posted most sucesfull flags here)?
  • I wonder how would optimizations (sse f.e.) affect calculation speed for simulations, f.e. when baking (I assume softbodies here).

Any thoughts?

Looks pretty cool. Hopefully will be usable as cloth.

Speaking of which, what’s the status on the cloth modifier? Last I checked, there weren’t any updates as of March…

Noooooooooooooooo!:smiley: Yesssss! Tasty! I’ll really be happy when I can get to hang and move nicely on cg hips.

Word up. Yeah point that thing here to check up on what’s actually on with the Blender code sauce weekly.-


Could the softbodied be used to fake some sort of muscolar system?
Someone has tryied something similar?I don’t have tried myself yet,but maybe it works !
Btw,very good work bjornmose,thank you very much.

No, softbodies, the way they are now, are passive. ( unless you use python scripting )
I can think of a bunch of situations where dynamic spring forces, preferably grouped by painting the influence of IPOs to vertex groups, would create nice action waves across the relaxed body masses. ( ‘ve been watching tight jeans for quite a while ) May be i’ll code that when i retire or someone else does. ( not soo hard to do, just a little ’ tun und machen’ to cite my maths prof [indicating: you’ll spend 2 days and nights solving your homework], well i did learn a lot way back then)

On the other hand, creating dynamic force fields ( in particle tab ) could give nice results now. ( … /me notes try this ‘create muscle/fat mass jiggle with force fields’)


Had a little chat with friends
better demo files there

have fun

I’m trying something remotely similar. I’m building a lion from the inside out. Have created the skeleton and a preliminary rig already and I am just now adding muscles. Bulging muscles are going to deform by stretch bones. Then my plan is to add a softbody skin over the muscles. Efficient? No, but I’m learning a whole lot about anatomy, rigging and modelling.