9
Constraining Deformable Bodies 795
to the collection. If it can be used as a deforming
mesh, the cursor wi ll change from an arrow to a
cross and you can select the object to add it to the
collection.
Add—Adds one or more objects from the scene to
the collection. Click t he button to open the S elect
DeformingMeshesdialog.Highlightoneormore
objects in the list, and then click the Select button
to add the object s to the collection.
Delete—Removes objects f rom the collection. In
the Deforming Meshes list, select the bodies to
remove f rom the collection and then click this
button.
Disabled—When on, the collection and the bodies
it contains are n ot added to the simulation.
Advanced rollout
Freeze—When on, the deforming meshes in this
collect ion do not follow their animation during
the simulation but instead remain static. This is
useful, for instance, if you want to drape clothes
around a deforming-mesh-skinned character in
the Preview window (page 2–815) before using
Update MA X - it’s much easier to dress a character
that isn’t sti ll walk ing around!
Reset Default Values—Resets the Freeze value to
its default.
Defor ma bl e-Body
Cons tra int s
reactor modifier (Cloth/Soft B ody/Rope) > Constraints
rollout
As with rigid bodies, you might want to constrain
the possible movement of your deformable bodies.
For instance, you might want to fix cloth draperies
toapositioninworldspace,orattachdeformable
clothing and hair to a moveable character.
However, because deformable bodies can change
their shape over the course of the simulation, you
can’t just specif y attachment points in the object’s
local space as you do with rigid bodies.
Instead, when you work with deformable bodies,
you need to specify the vertices to constrain in
the deformable mesh. You can then constrain the
vertices using one of four deformable constraint
types, which you can cho ose from the deformable
body’s deformable Constraints rollout.
This section has separate topics for each of the
following deformable constraint types:
• Fixing Vertices in World Space (page 2–796)
• Keyframing Vert ices (page 2–797)
• Attaching Vertices to a Rigid B ody (page 2–798)
• Attaching Ver tices to Deforming Meshes (Skin)
(page 2–799)
For information about using the Soft Selection
option to smo oth the transition between simulated
and keyf ramed vertices for deformable b odies, see
Soft Selection (page 2–800).
Note: You can constrain deformable bodies only to
points in world space, rigid bodies, or deforming
meshes. You can’t attach deformable bodies to
"live" deformable bodies. You can, however, attach
deformable bodies to other deformable bo dies
once they have been simulated. For example, after
simulating a piece of cloth, you can remove it from