diff --git a/tutorials/physics/soft_body.rst b/tutorials/physics/soft_body.rst index 59882e1c4..823b18910 100644 --- a/tutorials/physics/soft_body.rst +++ b/tutorials/physics/soft_body.rst @@ -2,8 +2,8 @@ .. _doc_soft_body: -Using SoftBody -============== +Using SoftBody3D +================ Soft bodies (or *soft-body dynamics*) simulate movement, changing shape and other physical properties of deformable objects. This can for example be used to simulate cloth or to create more realistic characters. @@ -15,7 +15,7 @@ A :ref:`SoftBody3D ` node is used for soft body simulations. We will create a bouncy cube to demonstrate the setup of a soft body. -Create a new scene with a ``Node3D`` node as root. Then, create a ``Softbody`` node. Add a ``CubeMesh`` in the ``mesh`` property of the node in the inspector and increase the subdivision of the mesh for simulation. +Create a new scene with a ``Node3D`` node as root. Then, create a ``SoftBody3D`` node. Add a ``CubeMesh`` in the ``mesh`` property of the node in the inspector and increase the subdivision of the mesh for simulation. .. image:: img/softbody_cube.png @@ -36,9 +36,9 @@ Let's make a cloak in the Platformer3D demo. .. note:: You can download the Platformer3D demo on `GitHub `_ or `the Asset Library `_. -Open the ``Player`` scene, add a ``SoftBody`` node and assign a ``PlaneMesh`` to it. +Open the ``Player`` scene, add a ``SoftBody3D`` node and assign a ``PlaneMesh`` to it. -Open the ``PlaneMesh`` properties and set the size(x: 0.5 y: 1) then set ``Subdivide Width`` and ``Subdivide Depth`` to 5. Adjust the ``SoftBody``'s position. You should end up with something like this: +Open the ``PlaneMesh`` properties and set the size(x: 0.5 y: 1) then set ``Subdivide Width`` and ``Subdivide Depth`` to 5. Adjust the ``SoftBody3D``'s position. You should end up with something like this: .. image:: img/softbody_cloak_subdivide.png @@ -50,15 +50,15 @@ Add a :ref:`BoneAttachment3D ` node under the skeleton n .. image:: img/softbody_cloak_bone_attach.png -To create pinned joints, select the upper vertices in the ``SoftBody`` node: +To create pinned joints, select the upper vertices in the ``SoftBody3D`` node: .. image:: img/softbody_cloak_pinned.png -The pinned joints can be found in ``SoftBody``'s ``Attachments`` property, choose the ``BoneAttachment`` as the ``SpatialAttachment`` for each pinned joints, the pinned joints are now attached to the neck. +The pinned joints can be found in ``SoftBody3D``'s ``Attachments`` property, choose the ``BoneAttachment`` as the ``SpatialAttachment`` for each pinned joints, the pinned joints are now attached to the neck. .. image:: img/softbody_cloak_pinned_attach.png -Last step is to avoid clipping by adding the Kinematic Body `Player` to ``Parent Collision Ignore`` of the ``SoftBody``. +Last step is to avoid clipping by adding the Kinematic Body `Player` to ``Parent Collision Ignore`` of the ``SoftBody3D``. .. image:: img/softbody_cloak_ignore.png