blender-manual/manual/physics/soft_body/settings/goal.rst

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.. _bpy.types.SoftBodySettings.use_goal:
****
Goal
****
.. reference::
:Panel: :menuselection:`Physics --> Soft Body --> Goal`
Enabling this tells Blender to use the motion from animations
(F-Curves, armatures, parents, lattices, etc.) in the simulation.
The "goal" is the desired end position for vertices based on this animation.
See :ref:`exterior forces <physics-softbody-forces-exterior-goal>` for details.
.. _bpy.types.SoftBodySettings.vertex_group_goal:
Vertex Group
Use a vertex group to allow per-vertex goal weights (multiplied by the *Default* goal).
Settings
========
.. _bpy.types.SoftBodySettings.goal_spring:
Stiffness
The spring stiffness for *Goal*. A low value creates very weak springs
(more flexible "attachment" to the goal), a high value creates a strong spring
(a stiffer "attachment" to the goal).
.. _bpy.types.SoftBodySettings.goal_friction:
Damping
The friction coefficient for *Goal*. Higher values give damping of the spring effect (little jiggle),
and the movement will soon come to an end.
Strengths
=========
.. _bpy.types.SoftBodySettings.goal_default:
Default
Goal weight/strength for all vertices when no *Vertex Group* is assigned.
If you use a vertex group the weight of a vertex defines its goal.
.. _bpy.types.SoftBodySettings.goal_min:
.. _bpy.types.SoftBodySettings.goal_max:
Min/Max
When you use a vertex group, you can use the *Minimum* and *Maximum* to fine-tune (clamp) the weight values.
The lowest vertex weight will become *Minimum*, the highest value becomes *Maximum*.