POPX Soft Body – Part 2 (TouchDesigner Tutorial)

This is the second part of the POPX Soft Body Simulation tutorial series.

In this episode, we continue exploring how soft bodies are constructed in TouchDesigner. We look at the constraints needed to preserve the surface and volume of a soft body, how they’re created, and how the Soft Body solver interprets them. We also use the solver’s visualization tools to see the constraints in real time and add a collision geometry to interact with. Finally, we create attach-to-geometry constraints to pin parts of the soft body onto another object.

What we cover in Part 2:

1. Simulating a basic soft body

2. Creating cloth constraints for surface preservation

3. Creating strut constraints for volume preservation

4. Visualizing constraints directly in the SoftBody solver

4. Exploring key solver parameters

5. Adding collision geometry

6. Creating attach-to-geometry constraints

POPX Website: https://www.popsextension.com

POPX Patreon: https://www.patreon.com/c/_mini_uv

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