Use attributes for advanced applications

The following soft body attributes are for API developers and other advanced users:

To emit a soft body into view

  1. Set the Lifespan Mode to Constant and the lifespan of the emitted nParticles to 0.
  2. Play the animation to remove the nParticles and soft body geometry.
  3. Select the nParticles and choose Fields/Solvers > Set For Selected > Initial State.
  4. Turn off Enforce Count From History.
  5. Set the lifespan of the nParticles to some positive value so they don’t die immediately.

    When Maya updates the number of nParticles, any springs that you previously applied to the nParticles will no longer work as before. You’ll need to create new springs. If you wrote an expression that uses the value of the particle object’s particleId attribute, you’ll need to rewrite the expression.

    To avoid unexpected results, do not animate the original geometry’s construction history in a way that alters the number of CVs, vertices, or lattice points over time. You can edit, but not animate, the construction history.

    Enforce Count From History is turned on by default.

    Note:

    In the following explanations, the term world space transformation refers to the values Maya uses internally to calculate an object’s translate, rotate, scale, and shear in world space. The term points refers to CVs, vertices, or lattice points.