Keyframing Vertices



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reactor modifier (Cloth/Soft Body/Rope) > Constraints rollout

This constraint allows you to make the deformable body's chosen vertices follow their current animation.

Procedures

To keyframe points for a deformable body:

  1. On the Modify panel, click Vertex in the deformable body modifier's sub-object list.

    This lets you select individual vertices in the deformable body.

  2. On the Constraints rollout, click Keyframe Vertices.

    A new Keyframe constraint appears in the constraints list.

  3. Ensure the constraint is highlighted in the constraints list; this makes the Keyframe rollout available.

  4. Select the vertices to constrain in the deformable body. During the simulation, these vertices follow the deformable body's current animation, while the rest of the body is affected by the physical simulation as usual.

  5. When finished, it's advisable to exit the Vertex sub-object level. This prevents you accidentally deselecting some of the constrained vertices before simulating.

Interface

Keyframe rollout

Use Current Stored Keys—When on, the animation used for these vertices is that after the reactor modifier is applied. In other words, if the modifier contains any keyframes, reactor uses those for the animation. When off, reactor evaluates the animation before the reactor modifier is applied, thus ignoring any stored keyframes.


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