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Chapter 13 Environmental Animation  > Soft Bodies, or Bouncy, Squishy Things

Soft Bodies, or Bouncy, Squishy Things

The soft body simulator can work on entire objects, like a pile of gelatin struck with a spoon, or only on select parts to give nice secondary motion to things like flab, eye stalks, or, in our case, flowers.

It would be cool if the petals of the flowers in the vase reacted to the same wind that affects the shears. To add a soft body simulation, we first have to define which portions of the flower mesh will be simulated by creating a goal vertex group. To the soft body simulator, the “goal” is the shape it tries to maintain. Within the vertex group we are about to create, a value of 1.0 (red in the Weight Painting interface) represents 100% of the goal, indicating that the soft body simulator should not even bother with that part of the mesh. It needs to remain 100% in its modeled state. Weight paint that down to 0.0, though, and the simulator takes over full responsibility for the mesh’s motion.


  

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