Deformable objects represent anything in the scene that you want Dynamo to simulate, be it a ribbon, a pillow or a piece of clothing. A deformable object is created by adding the Dynamo modifier to an object and settings Object type to Deformable. There are several settings which affect the behaviour of a deformable object:
The mass setting determines the mass of the dynamic object. In collisions between different deformable objects, the mass determines how much the objects affect each other. If one object has a larger mass than the other, it will have a bigger impact on its movement when they collide.
A deformable object will try to keep the edges from stretching and the distance stiffness is the strength with which the object will keep them together. A high value will thus prevent stretching of the object during simulation.
|Distance stiffness 0.05||Distance stiffness 0.1|
|Distance stiffness 0.3||Distance stiffness 0.5|
Distance stiffness is affected by the solver accuracy.
The bending stiffness describes how strongly the object will try to keep adjacent triangles from bending in relation to each other. A high bending stiffness will make the object try to keep its original shape and avoid wrinkles. A low bending stiffness, however, will allow the object to be easily folded and result in many wrinkles. As such, a high bending stiffness is suitable for leather or thick fabrics while a low value is better for light fabrics such as silk.
Bending stiffness is affected by the solver accuracy.
When preassure is active object will try to contain the volume of itself times the volume factor. I.e. a volume of 2 means that the object will try to contain twice the volume, simulating high pressure within the object.
There are two types of sub objects in deformable objects - Seams and Pins. These correspond to edges and vertices in a mesh. If you make a sub object selection further down in the modifier stack, the selected elements will be available here.
Edges can be designated as seams, which means that they will contract during the simulation and the faces on either side of these edges will thus be sewn together.
The seams sub-object level can be accessed through the modifier stack or from the Sub Object rollout. In this mode, the currently selected edges can be set as seams, or be removed from the set of seams.
When baking, seams are resolved before the rest of the simulation start, in order to avoid artifacts in the first frames.
Vertices can be pinned in space, which means that they will not move or be influenced by other particles.
Just as with seams, the pins sub-object level can be accessed through the modifier stack or from the Sub Object rollout. In this mode, the currently selected edges can be set as pins, or be removed from the set of pins.
Pin to Object
It is possible to pin vertices to the surface of an object. In this way, the vertices will follow the deformation of the object.
The strength value determines the strength of the bond, and is similar to the distance stiffness in that lower values will create a spring-like behaviour.
Check out the guide to learn how to pin vertices.