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Anchor

The Make Anchors option is used to connect soft body items to rigid body items. For best results, the rigid body item should be a passive rigid body, to keep it from flying away. The anchor option is useful, for example, for connecting a flag to a flagpole. In order for the anchor option to work, follow this specific workflow:

1.   First, in Items selection mode, select the target soft body item and the target passive rigid body item.
2.   With the items selected, change into the Vertices mode (press 1 on the keyboard) and select at least one vertex on the soft body item.
3.   In the Dynamics toolbox, press the Make Anchors option.

The two items are now rigidly connected by an additional anchor item added to the soft body.

To break the connection, simply delete the anchor item; to make adjustments, remove the anchor and recreate it, following the above instructions.

Mesh Dynamics Panel

Option

Description

Enable

Toggles the anchor item on or off. When enabled, the anchor is considered during a dynamics simulation, when disabled, the anchor item is ignored. However, disabled items are persistent across Modo sessions, being saved with the scene, and retain their present settings.

SubCollisions

When enabled, allows constrained objects (especially those within a chain, not a literal chain, but subsequent groupings) to collide with one another. When disabled (the default state), fewer calculations are required, however, constrained items may inter-penetrate each other. If this occurs enable SubCollisions.

Weight Map

When the anchor item is assigned using the appropriate steps, a Weight Map is generated automatically on the soft body item, called Anchor. This is not a user-assignable feature, but merely feedback that the proper map was generated and assigned.