Skip to content

Cardboy0's shapekey- and animation-compliant softbodies (for Blender)

Notifications You must be signed in to change notification settings

Cardboy0/Cardboy0s-SACS

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

17 Commits
 
 
 
 

Repository files navigation

I HAVE STOPPED DEVELOPMENT OF THIS SCRIPT.

Cardboy0s-SACS

Due to me not wanting to copy everything everywhere, visit https://docs.google.com/document/d/1rpJIQqvXcGL9UN-JYzqRKVHk8xaMxgCKM0UYLyqDW_A/edit for tutorials and tips concerning this script.

As the name says, it's for softbodies in Blender, more specifically animated ones, be it through modifiers, transforms or shapekeys. If you use a default softbody with animations, that softbody will interpret these animations as external forces and thus deform even if there's no collision object anywhere, and for instance try to take on the shape of the Basis shapekey. By using this script, your softbody will animate like it originally did before (depending on your values maybe still a tiny bit different though), and only deform when collision objects collide with it. However your softbody will not be able to work with velocities as each frame gets baked in a seperate simulation for more than one frame, so velocities of previous frames will not be saved. In other words, it won't show gravity acceleration for instance. It's main purpose is for deforming your softbody to get bulges or dents, not make it jiggle or wobble. All the important stuff is written in the script-file itself, so technically you don't need this README.

Requires the 3 addons "NewTek MDD format", "Corrective Shape Keys" and "Copy Attributes Menu". The finished result will be completely animated by keyframed shapekeys. You don't want your softbody to have any modifiers that aren't needed for the softbody modifier ("beauty modifiers"), like corrective smooth or similar stuff, and instead use another script by me, the "retroactive beautifier" (also found on this github profile) to apply those retroactively, using the finished result and your original animation. You don't need this for modifiers like subdiv, but if you want to use corrective smooth, Laplacian deform, etc. that require a base shape for reference, you can use it to have that base shape change every frame to be that of the original animation, meaning the whole original animation will actually be the base for these modifiers on your result.

Also feel free to ask me questions, report bugs or do other stuff on my twitter: https://twitter.com/cardboy0 (or use this github of course)

About

Cardboy0's shapekey- and animation-compliant softbodies (for Blender)

Topics

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages