Simulate
Use Blender physics to simulate a cable with collisions while maintaining the low points number.
Please note that since Blender doesn’t support physics for curves, the function could give weird results — especially in difficult scenarios with a lot of intersections and colliders. In most cases Simulate
should be considered as a base for further manual adjustments. Please check the Best Practices section below for some hints.
Only one curve object can be simulated at one time however the curve object may contain several splines (aka sub-curves).
If
Mesh
objects are selected before running the function they will be considered as colliders for curves.By default the first and the last points of each spline are locked in place. For locking specific points, select them in Edit Mode before running the function.
Simulate Options:
Fit to Geometry Below
: with this option enabled the curve will try to better fit the geometry below. This option give best results when there’s a complex geometry to collide with;Expand Length
: will make the cable curve longer;Curve Points Multiplier
: with the default value set to 1 the result of simulation will have the same amount of points as the original curve had. However in situations when simulating with a collider it’s better to have more points. Change this option to add more points effectively increasing the resolution;Debug Mode
: when enabled the result of the Simulate will be a baked simulated mesh object — the simulation can be played using the BlenderPlay Animation
button. This could be helpful to understand what’s happening in case of weird / unexpected results. Also could be useful to look for a specific frame to stop the animation. UseUndo
to restore the pre-baked curve back;Use Custom End Frame
: by default the 400st frame of the simulation is used. In some cases it could make sense to use a different frame: if the result ofDebug
showed some better results;
Best Practices for Smulations
consider the location and number of curve points before simulation: sometimes less points give better results, sometimes adding one-two points could help the curve to achieve a better simulated pose;
it’s possible to lock specific points in place: select them before simulating;
in some cases it makes sense to cut a complex curve into smaller parts using the Cut Bezier Curve helper; use Merge End Points to make the curve single again;
Cut Bezier Curve helper is also useful to separate the result of a simulation of a Create a Mass from Selected Faces before editing — separated curves are easier to edit;
for laying the curve down on a large flat surface consider using Drop the Cable helper instead;
other curve objects can’t be colliders: if collsision against a curve is needed duplicate a curve, convert the duplicate to a mesh and use the duplciate as a collider. Remove it after the simulation;
An example of tweakening a curve for achieving a particular simulation result. While the first simulation gave an adequate result, I wanted to have a little a hanging part on the left. I first re-run the simulation in Debug mode and noticed that frame 70 gives a result I like. So I rerun the simulation with this custom end frame. However the result was too wobly. In the end I decided to lock a specific point in space: selecting a collider object first, then going to Edit Mode and selecting the points to lock. This finally gave a result I was satisfied with.