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!
Thanks Bjornmose (Jens Ole Wund)!
Taken from the developer logs today:
Log:
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 …
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.
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.
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’)
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.