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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3ASource%2FGameEngine%2F2.49%2FBulletSoftBody</id>
	<title>Dev:Source/GameEngine/2.49/BulletSoftBody - 版の履歴</title>
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	<updated>2026-06-07T13:32:56Z</updated>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Source/GameEngine/2.49/BulletSoftBody&amp;diff=78927&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Source/GameEngine/2.49/BulletSoftBody&amp;diff=78927&amp;oldid=prev"/>
		<updated>2018-06-28T18:37:01Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 18:37時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Source/GameEngine/2.49/BulletSoftBody&amp;diff=78926&amp;oldid=prev</id>
		<title>wiki&gt;Brita: moved Dev:Source/GameEngine/BulletSoftBody to Dev:Source/GameEngine/2.49/BulletSoftBody</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Source/GameEngine/2.49/BulletSoftBody&amp;diff=78926&amp;oldid=prev"/>
		<updated>2014-08-07T13:59:37Z</updated>

		<summary type="html">&lt;p&gt;moved &lt;a href=&quot;/Dev:Source/GameEngine/BulletSoftBody&quot; class=&quot;mw-redirect&quot; title=&quot;Dev:Source/GameEngine/BulletSoftBody&quot;&gt;Dev:Source/GameEngine/BulletSoftBody&lt;/a&gt; to &lt;a href=&quot;/Dev:Source/GameEngine/2.49/BulletSoftBody&quot; title=&quot;Dev:Source/GameEngine/2.49/BulletSoftBody&quot;&gt;Dev:Source/GameEngine/2.49/BulletSoftBody&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Bullet Soft Bodies in the Blender Game Engine =&lt;br /&gt;
&lt;br /&gt;
== Overview==&lt;br /&gt;
From Blender 2.48 onwards, the game engine features Bullet soft body simulation. Here is some information about features and how to use them.&lt;br /&gt;
&amp;lt;youtube&amp;gt;aotWdby87CE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;pc9JWYuUa2o&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Soft Body Features ==&lt;br /&gt;
* Flat cloth or volumetric soft bodies&lt;br /&gt;
* Control over mass, friction, stiffness, shape matching and collision detection settings&lt;br /&gt;
* Collision detection beween soft bodies as well as rigid bodies and static collision bounds of all types.&lt;br /&gt;
* Attaching soft bodies against rigid bodies or using fixed pinning&lt;br /&gt;
* Physics Debug Visualization of the dynamic soft body structures&lt;br /&gt;
* Dynamically create new soft bodies using the Add Object Actuator&lt;br /&gt;
&lt;br /&gt;
== Sample files and feedback ==&lt;br /&gt;
*Download some [http://www.bulletphysics.com/ftp/pub/test/index.php?dir=blender/&amp;amp;file=blender-2.48-gamesoftbody-sample-blends-10.zip example .blend files] for soft bodies (1.5Mb)&lt;br /&gt;
*Download the [http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&amp;amp;file=bathroom_final_1.2.zip bathroom .blend file], (14Mb)&lt;br /&gt;
*You can discuss/provide feedback at this [http://blenderartists.org/forum/showthread.php?t=135471 BlenderArtists topic].&lt;br /&gt;
*More information about Bullet soft body simulation at http://bulletphysics.com&lt;br /&gt;
&lt;br /&gt;
== Creating a Bullet soft body ==&lt;br /&gt;
*Game Buttons: choose between static, dynamic, rigid body or soft body&lt;br /&gt;
[[Image:softbody_select_new_small.jpg|right]]&lt;br /&gt;
*Choosing collision shape bounds for soft bodies&lt;br /&gt;
*The bounds type for soft bodies are automatically restricted to convex hull or triangle mesh bounds.&lt;br /&gt;
=== Basic Soft Body Setting ===&lt;br /&gt;
*Linear Stiffness: lower values create very flexible soft bodies, and larger value (1) more stiff. Note that the shape matching feature and bending constraints will still keep extreme flexible bodies in shape.&lt;br /&gt;
*Shape matching: If this option is enabled, Bullet will remember the original shape of each soft body, and tries to match the shape of a soft body, no matter how large the deformation has been.&lt;br /&gt;
*kMT Shape mathing coefficient: how strong the soft body will return to its original shape. This only appear when the Shape Matching option is enabled.&lt;br /&gt;
*Friction allows to control the dynamic friction for soft bodies, in the range [0..1]. 0 means no friction, soft bodies will slide.&lt;br /&gt;
[[Image:softbody_new_buttons.jpg]]&lt;br /&gt;
=== Advanced Settings ===&lt;br /&gt;
*Use Clusters: collision clusters can improve the collision detection, and it can avoid soft bodies passing through triangle meshes. Instead of colliding between individual vertices/nodes  and faces, deformable convex clusters can be used. You can choose to use clusters between soft bodies, or between soft body and rigid body.&lt;br /&gt;
*Cluster Iterations: Higher values will create more detailed collision clusters. If you choose 1 it will use a single cluster using all vertices. This setting is only used if Clusters RB / SS is enabled.&lt;br /&gt;
*Position Iter: position solver iterations. Use a higher value to improve the quality of position correction for soft bodies.&lt;br /&gt;
[[Image:softbody_advanced_new.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Pinning or attaching soft bodies ==&lt;br /&gt;
*You can use the Rigid Body Joint to attach a rigid body against a soft body. Similar to rigid body constraints, you can also pin/fix a soft body to make a vertex non-movable: just don't provide a second attachment object, or attach to a static object.&lt;br /&gt;
*Right now, vertex groups are not supported, so you have to use Rigid Body Joint constraints.&lt;br /&gt;
*Select a single soft body, or both a soft body and rigid body, using the Rigid Body Joint button:&lt;br /&gt;
[[Image:softbody_constraint_selection_smaller.jpg|right]]&lt;br /&gt;
*Enable the Show Pivot to see where the soft body will be pinned (px/py/pz frame). Bullet will automatically take the closest vertex/node to this pivot point.&lt;br /&gt;
*You can use multiple constraints to pin/attach multiple parts of the soft body.&lt;br /&gt;
*Use No Col button to disable collision detection between bodies connected by constraints. This might avoid instability and jitter between connected bodies.&lt;br /&gt;
[[Image:disable_collision_connected.jpg]]&lt;br /&gt;
*Python constraints can be used to create soft body constraints while the game is running. However, currently you cannot remove those constraints on-the-fly.&lt;br /&gt;
&lt;br /&gt;
== General soft body tips and some known issues ==&lt;br /&gt;
*Add Object Actuator can be used to dynamically add new soft bodies.&lt;br /&gt;
[[Image:add_object_actuator.jpg|right]]&lt;br /&gt;
*Only the applyForce in the motion actuator is enabled. setPosition, constraint actuator and other logic doesn't work with soft bodies.&lt;br /&gt;
*Soft body option will draw objects as 'smooth', because it always updates both vertices and vertex normals.&lt;br /&gt;
*Subdivide the soft body triangle mesh to allow some deformation: go into edit more, select all vertices (A) and hit subdivide.&lt;br /&gt;
[[Image:subdivide_mesh_small.jpg]]&lt;br /&gt;
*UV Sphere meshes are not compatible with soft bodies, so use a Ico sphere instead.&lt;br /&gt;
*If the mesh is too detailed, simplify the mesh using mesh decimation:&lt;br /&gt;
[[Image:mesh_decimation_small.jpg]]&lt;br /&gt;
*Blender 2.48 performs no collisions between soft bodies that have Clusters enabled, and soft bodies that have Clusters disabled. This will be fixed in future versions.&lt;br /&gt;
*Use Show Physics Visualization to debug issues with soft bodies, collision shapes etc. Enable the setting in the game menu:&lt;br /&gt;
*When running the game with Show Physics Visualization enabled, you will notice the complex dynamic structures for soft bodies.&lt;br /&gt;
*Self-collision is not currently supported.&lt;br /&gt;
*There are no python bindings to control soft bodies, and no logic brick support, except for apply force and add object actuator.&lt;br /&gt;
*Soft body / cloth objects don't support the collision/near/radar sensor.&lt;br /&gt;
*There is currently a large gap/margin between cloth and collision objects. There is no control over this gap right now, it might improve in later/future Blender versions.&lt;br /&gt;
*Don't use scaled meshes. Instead, use the Apply Scaling feature, or Apply Scale and Rotation by selecting the soft body object and pressing &amp;lt;CTRL&amp;gt; A:&lt;br /&gt;
[[Image:apply_scaling.jpg]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Brita</name></author>
		
	</entry>
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