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Use SoftBody3D consistently in the soft body tutorial
This file had only been partially updated after `SoftBody` was renamed to `SoftBody3D` in Godot 4. This commit changes the remaining uses of to `SoftBody` to `SoftBody3D`.
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tutorials/physics/soft_body.rst

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.. _doc_soft_body:
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Using SoftBody
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==============
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Using SoftBody3D
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================
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Soft bodies (or *soft-body dynamics*) simulate movement, changing shape and other physical properties of deformable objects.
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This can for example be used to simulate cloth or to create more realistic characters.
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We will create a bouncy cube to demonstrate the setup of a soft body.
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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.
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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.
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.. image:: img/softbody_cube.png
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.. note:: You can download the Platformer3D demo on `GitHub <https://github.com/godotengine/godot-demo-projects/tree/master/3d/platformer>`_ or `the Asset Library <https://godotengine.org/asset-library/asset/2748>`_.
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Open the ``Player`` scene, add a ``SoftBody`` node and assign a ``PlaneMesh`` to it.
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Open the ``Player`` scene, add a ``SoftBody3D`` node and assign a ``PlaneMesh`` to it.
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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:
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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:
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.. image:: img/softbody_cloak_subdivide.png
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.. image:: img/softbody_cloak_bone_attach.png
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To create pinned joints, select the upper vertices in the ``SoftBody`` node:
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To create pinned joints, select the upper vertices in the ``SoftBody3D`` node:
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.. image:: img/softbody_cloak_pinned.png
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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.
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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.
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.. image:: img/softbody_cloak_pinned_attach.png
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Last step is to avoid clipping by adding the Kinematic Body `Player` to ``Parent Collision Ignore`` of the ``SoftBody``.
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Last step is to avoid clipping by adding the Kinematic Body `Player` to ``Parent Collision Ignore`` of the ``SoftBody3D``.
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.. image:: img/softbody_cloak_ignore.png
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