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In real life everything has something in it. And so when you push on the surface of so many things they kind of bounce back and they jiggle. And jiggling and all of that neat stuff in Blender is done with what's called a Soft Body. So the purpose of this tutorial is to tell you how to setup a successful Soft Body system. What we've here is a ground plain, and it's on layer 1. And it's on the same layer as the cube. So very important that they have the same shared layer, just like with all of the physical simulation features in Blender.
And what we want to do is make this into like a trampoline. So we'll enable Collisions, so that it will be able to detect when it's being collided with by other soft bodies. And we are going to go ahead and make that into Soft Body by clicking up here. That's really all we have to do, to setup a basic trampoline. Now we are going to select the cube, and also enable it to collide, because it's going to collide with this soft body, and we want it be able to bounce back, and then we are going to turn it in to a Soft Body. So let's go ahead and enable Stiff Quads, and set it pretty stiff.
So we are going to set the Pull and the Push. The Pull and the Push defines the springiness of the edges. So if you are pulling on something like thread, when you push on it, it gives way, but then when you pull on it, it wants to snap back to its original length. So it's got different springiness or stiffness, depending on whether it's being pulled or pushed. In this case we are just going to make a pretty tight kind of a rubber material, and we are going to let it free float. So we are not going to Use Goal, but on the trampoline we do want to Use Goal.
So once we start the animation by pressing Alt+A. Now Blender is going through, and it's calculating based on Gravity up there at 9.8 meters per second, with a Mass of 1. It's computing how fast in real-time this cube would fall. And as it falls, notice when it contacts the trampoline, the edges are detected that a collision has occurred, and the cube deforms and changes shape to match the impact of the rubber box on to the trampoline, and the trampoline actually then starts bouncing a little bit too.
Let me take this opportunity while we are waiting for it to compute. To explain that, the number in the black box there is the frame number of the animation. So right now we are on frame 150 or so. And that comes up every time you're doing some sort of animation or rendering or simulation or calculation that might take some time. And it's going to go from frame 1 to the maximum number of frames that are set in your Animation panel, for however long your animation is.
By default I have set this to be 250 frames, which is about 10 seconds at 25 frames per second. So now after it's done through and calculated everything, effectively now I can replay really in fast in real-time motion, just as fast as your computer will let it go. And we see the box come down and kind of gets crunched. Also what's really cool with the Soft Body is that we can set this Plastic setting over here, and this permanently deforms the object once it collides with something.
And this was a really popular feature that was requested by a lot of users to be able to simulate car crashes, anything that wrecks. Instead what's going to happen is the box is going to try to spring back into shape, but with the Plastic setting up at 100, it stays deformed and in the shape that you saw. So that essentially getting started with Soft Bodies and Soft Body simulations in Blender.
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