I’m running a fairly simple soft-bodies test scene with 5 seconds (120 frames) of animation.
I’ve got a simple filleted cube object that’s cloned 12 times and cached at the Cloner level before applying a Connect generator and Subd Surface. I assume this is best practice though I wonder if that’s correct. I am trying to avoid obscenely high cache-write times and file-sizes, while holding to the general integrity of the soft body dynamics.
I did try a more geometry-dense setup (4x polys on the cubes and 24 clones instead of 12) though cache-write times were prohibitively high.
Here’s a link to my project file: https://www.dropbox.com/scl/fo/72askj4i2y0dv84sqvah9/h?rlkey=bpfrbt5cgtbnwp72xwjowzozd&dl=0
All said I have a number of questions:
When working with Soft Body Dynamics within a Cloner, is it generally best to apply the cache at the Cloner level?
Are there any known shortcuts and/or workarounds to speeding up cache-write times on geometry that’s being deformed as a soft-body?
Can the animation data of a soft-body object be cached to disk, rather than written to file?
If I wanted to add more objects to to the sim, for example, an array spheres that’s contained within one of the softbody objects, as if inside a plastic bag, what would be the best (most resource-efficient) way to sample the geometry of the soft-body so that it could act as a membrane or barrier that holds the dynamic rigid-body spheres (effected by mass and gravity) inside itself.
For soft body dynamics, is using the Bullet tag generally more recommended for contemporary setups, or is the Soft Body Simulation tag more common these days?
I also noticed that adding a Redshift object tag anywhere in the geometry hierarchy makes all the geometry disappear completely from the viewport - why does this happen?
Preemptive THANKS for any reply!