Download: ball.rar
Movie: This example needs a few elements added.

  1. GeoSphere with Segments set to 2. This is the dynamics ball to turn off Renderable in the properties. We will call this Dynamics Sphere
  2. GeoSphere with Segments set to 8. This is the ball that will render. Call this Render Sphere.
  3. Gravity force.
  4. A Deflector.
    1. Bounce 0.01
    2. Friction 100.0
    3. All others to 0.


  1. Select Render Sphere and align it to Dynamics Sphere. I have also set the radius of the Dynamic Sphere to be a bit larger to help with objects looking like the are penetrating collision objects.
  2. Apply Skin Wrap to Render Sphere and in Skin Wrap press the Add button and select Dynamic Sphere. The Render Sphere will now be bound to it.
  3. Select Dynamic Sphere and add the Flex modifier and add Gravity to the Forces and Deflector to the Deflectors.
    1. Turn off Use Weights.
    2. Leave Use Chase Springs on but set Strength to 0.0 and Sway to 2.0.
    3. Change the solver to Runge-Kutta4 and set the Samples to 4.
    4. Change to SO mode Weights and Springs and select all the verts.
    5. In the Advanced Springs rollout turn on Enable Advanced Springs.
    6. Choose the Options button.
      1. Change the spring type to Hold Shape Springs.
      2. Change the Hold Shape Radius value to 60.0
      3. Press OK.

    7. Press the Add Springs button and turn on Show Springs to see what was added.
    8. Turn on Hold Length and set it to a value of 0.0.
    9. The Suggested Strength value will most likely be to low but set the Shape Str and Shape Sway to that value and test.
    10. Adjust the Shape Str and Shape Sway up until the ball doesn't blow up and the desired stiffness of the ball is reached.
      1. Turning Shape Str and Shape Sway down and turning Hold Length up will result in a softer ball.

It is also possible to use Flex on FFD WSM's. This way a lower resolution calculation can be done on the FFD and a high res object can be bound to the FFD.
Flex can also be used to drive splines