Flower soft body falling simulation problem
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Hello,
I tried to make soft body similation on a flower. But In my setup my flower is not falling properly and also the stifness and vertex map dont impact the mesh as it should be. How can I make a simultaion looks like real? I attached the project here.
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https://we.tl/t-S4MtwZIptr
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Hi let-fall,
Thank you very much for the file and using WeTransfer!
I have changed a few settings and used the Vertex map in the file.
The key is also to allow "Poles Connection" outside the Soft Body tab.
I adjusted also the Surface>Thickness
https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_PROJECTS_DRS/20250314_CV4_2025_drs_25_SIrp_01.c4d.zip
The Pedals are excluded with the provided Vertex map; if that was your intention or not, it wasn't clear to me.
I hope this will help you get your setup done the way you want.
https://www.youtube.com/watch?v=JwjDc8zIlN0
My best wishes for your project and enjoy your weekend
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Thank you for your help, I started to understand this function more than before. But petals are being broken apart when the simulation starts. How can I keep them together? A few petals could be flying, but all of them look unrealistic. I aimed for the stem to fall harder and the petals to fall softly to the ground when it fell. In other words, there is a hard part and a soft part in a simulation. As you know, the stem of the flower is hard but the leaves and petals are soft. Since I tried to create this fall in slow motion, an unrealistic look was created when it fell. How can I solve this situation?
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Hi let-fall,
I might sound like a broken record, but sometimes Dynamic/Simulation is perhaps not the way to go.
I have invested a few minutes in rigging the rose. Yes, "quick 'n' dirty" (yes, the animation is more storyboard quality than anything else, … a few minutes), but I could bring with a few keyframes something into the rose that I might do only with a lot of technical setups or refining weight and parameters and whatnot.
If I had to do that job, I would buy some roses, film those with 200 or more frames per second, place the footage as background, and cheat the animation accordingly based on this reference.
(Perhaps run particles from it as "waterdrops, to give it more impact.)
CV4_2025_drs_25_CArp_01.c4d
Render with motion blur.If you would like to go that simulation route anyway, perhaps explore the idea of drawing a rough geometry over it and using a mesh deformer and dynamics for that mesh deformer. Here, the careful weight of the Vertex map for several channels is perhaps a way to go.
You might also need to create connectors or "Springs" on the pedals to make them look natural.
Is this something you can work with?
Cheers
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It is good animaiton although It doesnt give the details.
Anyway, maybe we can connect the pole connections to the rig?
We can at least give the animation of the flower petals.I remember doing this very easily in another program, but now it seems to be stuck in a blind alley. The Rig yes is a solution, but giving the pestals a natural look is a problem. I wonder if there is a solution in dynamic tags?
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Hi left-fall,
The joints, as mentioned, were a sketch or draft, aka quick 'n' dirty. Yes, that would require more work to make something production-ready.
Yes, the part would need a joint, and IK has dynamics, but I get it: you need something fast.So, let's try the simplest way, but it takes some steps.
First, a Mesh 'Cage" must be produced. This " cage " must be cached as the soft body.
Now, it can run the detailed object.
With some little support from another deformer, you can increase the visuals of the floor impact.I left all the parts in the file. The Rose was under the Volume object, to produce the cage.
https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_PROJECTS_DRS/20250317_CV4_2025_drs_25_CArp_11.c4d.zipAll the best