2009

the higher the mass of the soft body, the less stretch induced by the rigid
body.
Stiffness The stiffness of the soft body: the stiffer it is, the harder it is to
deform.
Damping The damping coefficient for the oscillation of the soft body's
compression and expansion.
Friction The coefficient of friction for the soft body's surface. As with rigid
bodies, this affects how smoothly the soft body will move relative to surfaces
its in contact with. The friction values for both objects are combined to
produce a coefficient for the interaction.
Avoid Self-Intersections When on, the soft body does not intersect with itself
during the simulation. This results in a more realistic simulation, but can
increase simulation time.
[soft body type]
Mesh-Based By default, soft bodies are mesh-based - the modifier directly
modifies the underlying mesh. This option is suitable for most simple
objects, such as balls and bricks. For more complex meshes (greater than
200 triangles), however, this approach can be time-consuming and may
slow down the simulation. A good alternative is to use
FFD soft bodies on
page 4043.
# keyframes stored This indicates the number of keyframes stored
for the soft body, if any. reactor stores keyframes for the object if you
create a reactor animation, or use Update MAX in the Preview Window.
Clear Keyframes Clears any stored keyframes for this soft body.
Start With Current State The soft body starts the simulation using
the current state stored in the modifier. This can be useful if you have,
for example, deformed the soft body in the Preview Window and then
updated the viewport using Update MAX. When off, the soft body will
start with the state it had originally (below the modifier).
Use Soft Selection Allows you to use soft selection to smooth the
transition between keyframed and simulated vertices for this deformable
object. For more information, see
Soft Selection on page 4071.
Soft Bodies | 4041