2009
During the simulation, these vertices will maintain their position relative
to the deforming mesh.
6 When finished, it's advisable to exit the Vertex sub-object level, to keep
from accidentally deselecting some of the constrained vertices before
simulating.
Interface
Attach To DefMesh rollout
Deformable Mesh Displays the name of the deforming mesh to which the
vertices are constrained. Choose a deforming mesh by clicking this button
and then selecting the object in one of the viewports.
Ignore Collisions When on, disables collision detection between the
deforming mesh and the deformable body.
Soft Selection
You can use deformable constraints to specify that you want certain vertices
of a deformable object to follow a user-specified animation, such as skinning,
while the rest of the object is fully physically simulated. However, sometimes
this can result in a visible "join" between the animated and simulated parts
of a piece of cloth, soft body or rope.
To deal with this, the
Cloth on page 4026, Soft Body on page 4038, and Rope on
page 4049 modifiers have a Use Soft Selection option. The option can help
smooth transitions between the keyframed and simulated vertices.
Constraining Deformable Bodies | 4071