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Keyframing Vertices 797
This lets you select individual vertices in the
deformable body.
2. On the C onstr a ints rollout, click Fix Vertices.
A new Constrain To World constraint appears
in the constraints list.
3. Ensure the constraint is hig h lig hted in the
constraints list.
4. Select the vertices to constrain.
These vertices remain fixed in place during the
simulation, while the rest of the mesh is subject
to physical forces and deformation as usual.
5. When you are finished choosing vert ices, it’s
advisable to exit t he Vertex sub-object level.
This prevents you accidentally deselecting some
of the constrained vertices before simulating.
6. To change the s et of fixed ver tices, select the
object, access the modifier’s Vertex sub-object
level, high light its Constrain To World
constraint in the list, and then select a different
set of vert ices.
Keyframing Vertices
reactor modifier (Cloth/Soft Body/Rope) > Constraints
rollout
This constraint al lows you to make the deformable
body’s chosen vert ices follow their current
animation.
Procedures
To k eyfra me points for a deformable body:
1.
On the Modify panel, click Vertex in the
deformable b ody modifier’s sub-object list.
This lets you select individual vertices in the
deformable body.
2. On the Constraints rollout, click Key frame
Ve r t i c e s .
A new Keyframe constraint appears in the
constraints list.
3. Ensure the constraint is high lighted in the
constraints list; this makes the Ke yframe rollout
available.
4. Select the vertices to constrain in the
deformable body. During the simulation, these
vertices follow the deformable body’s current
animation, while the rest of the body is affected
by the physical simulation as usual.
5. When finished, it’s advisable to exit the Vertex
sub-object level. This prevents you accidentally
deselecting some of the constrained vertices
before simulat ing.