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