SoftFX is usually useful for simulating wobbling objects which are nevertheless attached in some way, like fat on a human body. Usefully, after it have been calculated once, the settings can be altered and will immediately affect the deformation without having to recalculate.
- Group: This allows you to select or create a group which has only dynamics which affect each other. Anything not in a group affects all dynamics.
- Delay: Delays the effect of the dynamics.
- Motion Force: Scales the overall effect of motion on wobbling within the mesh.
- Wind Force: Scales the effect of wind and air 'resistance' on the wobbling of the mesh.
The Force settings below add an additional force to the object. Gravity can be simulated here by setting the direction of the force to be Y and setting the Force value to non-zero (GravityFX effectors seem to have no effect on SoftFX).
- Force Direction: The direction of the force.
- Force: The strength of the force.
- Force by Key: This activates the force effect whenever the Force envelope (if it has one) has a keyframe.
- Operator Maps: This determines the Vertex_Map to be used to limit the wobbling effect.
- Mode: This changes the falloff, or even inverts the effect of the weight map.
- Effect Size: This controls the strength of the effect.
- Wave Cycle: This determines the number of oscillations of the wobbling.
- Wave Size(s): This controls the amount of time the wobbline takes before coming to a standstill.
- Op 1 Motion/Op 2 Wind: This forces the control of motion based wobbling by the first operator, and wind based wobbling on the second.
- Calculate Op 2 Last: As stated.
- Operator switch: Controls how the two operators are mixed.
- Collision Detect: Sets the area to have collision affecting it using surfaces, weight maps etc.
- Exclusive Collision: Allows the user to limit collision to one object.
- Collision Size: Controls the distance that the mesh hits the collision object at.
- Delay: Delays the effect collision has on the mesh in terms of returning to its original shape.
- Keep Root: Fix part of the object using a weight map.
- Follow To: Makes the non-fixed part sweep along behind the fix part if set to path, or in the direction of the wind when set to wind.
- Path Shift
- Limit: Limit the amount of deformation, either through a maximum displacement or by resizing the motion to fit a limit.
- Limit size: The maximum distance points can move.
- Vector Limit: You can use this to limit the motion to movement in a particular direction, like the surface normal for instance.
- Limit Ratio
- Compress Bump: This inflates compressed areas outwards. This is useful for flesh bulging at inner elbows etc.
- Negative Bump: This sucks stretched areas inwards.
- Cycle: This will ripple the surface under compression as determined by a Vertex Map.
- Bump Offset: This can puff out or suck in the surface all over.
- Bump Limit: This sets a distance limit to the bump deformation.
- Make Wave by: This will send waves through the object's surface with with ripples starting at 0% points in a weight map.
- Wave Size: Controls the height of the waves.
- Loop Cycle: Controls the length of the waves.
- Loop Speed: COntrols the speed of the waves.