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Attaching Vertices to Deforming Meshes (Skin) 799
the points in the deformable body will follow the
rigid body, but no force is applied to the rigid body
from the deformable.
Ignore Collisions—When on, disables collision
detection between the rigid body and the
deformable body.
Attaching V er tices to Deforming
Meshes (Sk in)
reactor modifier (Cloth/Soft Body/Rope) > Constraints
rollout
The Attach To Deforming Mesh constraint allows
you to fix vertices in a deformable body to a
part icular deforming mesh (page 2–793).This
option is useful for adding physically simulated
elements such as hair and clothing to an skinned
character.
Pr ocedur es
To fix vertices in a deformable body to a deforming
mesh:
1.
On the Modify panel, access the Vertex
sub-object level of the deformable body’s
modifier.
This lets you select individual vertices in the
deformable body.
2. On the C onstra ints rollout, click Attach To
DefMesh .
The new constraint appears in the Constraints
list.
3. Ensure the constraint is selec ted in the
Constraints list; this makes the Attach To
DefMesh rollout available.
4. On the Attach To DefMesh rollout, click the
Deformable Mesh pick button and then select
the body to which to constrain the vertices.
5. Select the vertices to constrain in the
deformable body.
During the simulation, these vertices will
maintain th eir position relative to the
deforming mesh.
6. When finished, it’s advisable to exit the Vertex
sub-object level, to keep f rom accidentally
deselecting some of the constrained vertices
before simulat ing.
Interfa ce
Attach To De fMesh rollout
Deformabl e M esh—Displaysthenameofthe
deforming mesh to which the vertices ar e
constrained. Choose a deforming mesh by clicking
this button and then selec ting the object i n one of
the viewports.
Ignore Collisions—When on, disables collision
detection between the deforming mesh and the
deformable body.