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A MultiBody can consist of several objects, but it is not possible to change the objects' masses individually. Therefore, mass is controlled indirectly via this parameter: density = mass / volume
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Internal resolution
Soft bodies use a voxelization method in order to bend polygons correctly. Imagine an object, where the triangles are bigger than the voxels. In such a case it is likely that the simulation will turn out wrong.
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This is the amount of resistance caused by a surrounding atmosphere. High settings can stop an object completely.
Internal
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damping
With high values, a body stops bouncing very fast and it will experience smaller bounces. You can use settings between 0.0 and infinity: a value of 0.5 will stop the entire internal movement after 2 seconds, a value of 1, after 1 second, for example.
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