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But, MultiJoints cannot be used with rigid bodies alone, it is no problem to connect soft bodies with rigid bodies, or just different soft bodies. With this feature it is possible to simulate plants or car crashes where a deformable car body is connected with rigid glass panels, for example. Another idea is to create soft structures inside breaking rigid bodies to simulate complex deformations, for example a wireframe. Furthermore, you can use more than one “MultiJoint” MultiJoint node per object and literally create different layers of connections. This opens a world of infinite possibilities and results.

MultiJoints are not nodes in a physical sense, they are a method to connect rigid and soft bodies and cannot work with objects without activated dynamics. The “MultiJoint” MultiJoint feature is located under: 

Edit > Add > Objects > MultiJoint

Anti-Parallel Surfaces

Anti-parallel” is a term you will come across quite often in the following descriptions. From a user's perspective, these faces and polygons appear as parallel, but there is one difference: the normal's of the polygons have opposite directions as shown in the image below:


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