2009
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 choose
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 on page 4064
■ Keyframing Vertices on page 4065
■ Attaching Vertices to a Rigid Body on page 4067
■ Attaching Vertices to Deforming Meshes (Skin) on page 4069
For information about using the Soft Selection option to smooth the transition
between simulated and keyframed vertices for deformable bodies, see Soft
Selection
on page 4071.
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 bodies once they have been simulated. For example, after simulating
a piece of cloth, you can remove it from the Cloth Collection and add it to a
Deforming Mesh Collection on page 4059. You can then attach any deformable
body (cloth, soft or rope) to it using the
Attach to Deforming Mesh constraint on
page 4069.
Procedures
The procedure for each deformable constraint type is described in its own
topic.
4062 | Chapter 16 reactor