How to prevent 2 seperate meshes that have soft-body modifiers from clipping into each other and glitching, even if collision is turned on? What I want to achieve : 2-5 meshes all of which have soft-body modifier. I needed them to bounce onto each other, flop off each other, etc.
What I have done so far : Created 2 meshes. Have a plane right below them acting as a surface to bounce on. All 3 of them have a collision modifier. The initial 2 meshes have a soft-body modifier in addition. Soft-Body self-collision has not been enabled, as this itself took an hour to bake. I'm planning to apply this to 5 meshes, rather than just 2, so bake times are crucial for me
Problem : Even when I delete every bake in the scene, re-add a collision modifier + soft-body to the 2 meshes in the scene, the sim starts off with the 2 meshes wrapping around each other, intersecting and clipping into each other, all whilst remaining in the same place, not falling to the ground.
Here is a link to my file : the file
Here is a video of my issue, apologies for bad video trimming and quality :
As with all simulations, start by ensuring you have ‘applied scale’ on each mesh and that the Normals are pointing in the correct direction.
Next, check the ‘cloth and soft body’ settings on each collision modifier - turn the Inner and Outer right down. If you still get intersections, turn the Inner up slightly until it is resolved (but not too high).
Also, you should avoid starting the simulation with intersecting meshes since this can cause very large forces at the start of the simulation.