Graphics Programs Reference
In-Depth Information
In this final section, we'll be looking at
several of the options available in SoftFX.
1.
them, click Calculate to see what the
default settings do to our object.
You can see that the original motion has
been exaggerated and the object appears to
be bound by a large rubber band. Even
when the object reaches the final keyframe,
it continues to move back and forth, its
motion dampening over time.
As a personal dynamic, SoftFX is subject
to the laws of the Dynamics Community.
And in the Dynamics Community, every
personal dynamic must be accountable to a
social dynamic. However at this point, we
only have one personal dynamic in our
scene. There are no social dynamics. Only a
bit of motion. Ah, but there it is. You see,
motion is a social dynamic. It's a user-
defined social dynamic that every personal
dynamic will respond to. SoftFX still
responds to collisions, gravity, and wind, but
it's uniquely designed to respond to motion.
Let's take a look at the SoftFX options.
Bring up Layout and load the
Bendy.lwo object from the Objects\
Chapter 19 directory. The Bendy object
is a simple tube that was sectioned off
with BandSaw. It was then converted
into a sub-patch object. It has two
weight maps. One is a gradient from
0% at the bottom to 100% at the top.
The other is localized to the blue sur-
face around the tube's blue center.
2.
Let's set a few keyframes to give this
object some motion. At frame 10, move
Bendy -200 mm to the left. At frame
20, move him 200 mm to the right.
And at frame 30, move him back to 0 .
3.
Play back the animation and take note
of the motion.
4.
Now bring up the Object Properties
panel and from the Dynamics tab, add
SoftFX from the Add Dynamic pop-up
menu. There are a number of options
here, but before we change any of
Figure 19-37: Set your keyframes, then calculate SoftFX with the default
settings.
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