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With a majority of our project now in place, we can focus on making a few final adjustments and creating the all- important keyframes for our simulation. We'll do all that using the Soft Body Maze 03 file that we've saved at the end of the previous video. Now in order to help speed up our most recent previews, we've been isolating our Soft Body objects one by one as we went about adjusting each object's Soft Body Modifier. When we last saved our work in progress, our ball had been removed from our Soft Body Collection so we could concentrate on fine-tuning the animation on our deforming rubber bat.
With that in mind, let's kick things off here by getting our checkerboard ball back in our Soft Body Collection. We'll select the Soft Body icon in the view, then head over into the right-hand column. From there, we'll drop below the second window and click on Pick. Now, we can simply move our mouse back inside the view, clicking on the green ball. Before moving on, let's glance back to the right-hand side and verify that in the second window we read both rubber bat and ball. Let's run one more quick preview to make sure that both deforming objects are indeed being recognized inside our Soft Body Collection.
Because of the performance issues that we saw on our bat, let's go back into the Performance, changing the Substeps to 6. We can then type P to play things back. Because of the added calculations from both deforming objects now being part of the equation, we won't worry about taking our playback all the way to the end. As long as we know that both Soft Body objects have made it into the party, we'll be just fine.
Before we get to creating our actual keys for our simulation, let's head on back into the Utilities column and make one final adjustment to our Substeps per Keyframe setting. Being that we're now done with our previews and wanting as high an accuracy level as realistically possible while still being conscientious about the length of time it takes to create our keys, let's go ahead and take our Substeps number back to its original setting of 10. I think it will be okay with that. We should also probably consider taking our Sim's Collision Tolerance down some, just to make 100% sure that all of our surface contact points at the time of collision are as close as possible to the actual wireframe geometry.
That setting can be found in the Havok 1 tab directly below. For the Collision Tolerance, let's take that number down to let's say 1. Back in the Preview and Animation section, our in-frame time also looks to be a little shy of our timeline length. Let's go ahead and match those up, taking the in-frame number to 200. I think we're ready to go. Like you should always plan on doing before creating the actual keys for any simulation, let's hold our file at this point, just in case we're not happy with the results.
That will do it. Back in the right- hand column, let's go ahead and lean on the Create Animation button. We can say OK when the Option box opens. You've got a ton of calculations being made behind the scenes as these keys are being created, so have a little patience here as things take their course. Now that that's wrapped up, let's go ahead and tap our playback arrow and see how things look. So, looking pretty good. Our Soft Body objects are realistically deforming as they're falling through the maze, and our rigid body collection has stayed intact with all our rigid body surfaces doing what they were designed to do.
Now, at this point, if we render things out, our project would turn out looking like this. If you'd like to take a look at the movie for yourself, it's called Soft Body Maze, and it could be found in the exercise files for this chapter. So that's going to do it, creating a soft body dynamic simulation for an animated maze from top to bottom. I'll go ahead and save our finished project up as Soft Body Maze Completed, if you'd like to look at over.
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