ok, so I know that alot of these topics seem to be poppig up since the new release, but I’ve looked to see if this has been covered yet and i couldn’t find it(if it has, I’m sorry).
Here’s my problem: I set up an object to act as a softbody - no problem. But i try to set up another object to act as a deflector (all you have to do it press deflection and that should be enough, right?) I recalculate the softbodies, but the “deflector” doesn’t work. THe softbody just passes right though. I baked the softbody(because i heard the simulation isn’t always 100% correct) but it still doesn’t deflect the softobdy. Any ideas what I’m doing wrong? thanks…
softbody colision only calculates the verts of the soft body and the faces of the deflection mesh. if you have a plane that is 4 wide falling on a cube that is 2 wide, none f the verts in the plane will touch the cube, and no deflection is calculated.
I would not say i created softbodies, but i coded physics simulation.
If you complain, it would be nice to have a ‘.blend’ file to verify the “malfunction” ( please add information, if you’re using an official release like 2.37 or a home grown CVS build or … [or … ] )
The SB collision system ‘as is’ was ‘borrowed’ from particle stuff ( with all the limitations there ) i’m not really happy with the performace, BUT it works fine. ( most of the ‘particle’ users got the concept of SB collision in a glance )
Stop ranting about things you did not think about.
Messages like :" i’ve heard … blah" spread the opinion that blender coders don’t do their job ( which in most of the cases is not their job to earn their living ) carefully enough.
That statements may help your ‘ego’, but are quite demotivating to code anything for you in my spare time.
Recently i met a friend of our family. I didn’t know he cares for blender at all. Anyway, he was asking me why SB objects may get bumped in on collision and i told him. The anwser i got was : 'ah, right its like a table tennis ball … ’
phew i should be old enough to ingnore post like that
i blew my distorted mood in the answer above …
as a rule
make the collision target ( deflector you call it ) lowest poly as possible
make the SB to collide with target as high poly as urgently needed
will give best performance
… still it needs to check every vertex of the SB possibly colliding with any face in the set of collider objects
… got it ?
Error limit can also affect the result. Depending on what scale your object are at. Try putting it down low.
But i think your problem is Goal. Turn off goal… Get your object to move with either gravity or wind. Use real low values first. Then speed things up.
Any --even enginnering ones-- physics simulations are not easy to code or operate. Theres a lot of detail to understand why things do what thay do. Remeber that you mite be better off faking the physics for some situations (ie use IPO and keyframes).
I have found softbodies great fun. And i will find them usefull as well. Thanks to all those who put effort into the codebase.