The Simulate menu is for creating objects that control dynamic simulations.
Create (Simulation Set)
Populate
Hair
Applies the Hair And Fur modifier to selected objects.
Adds the Hair And Fur render effect to the scene, and opens the Effects panel so you can adjust the effect.
Rigid Bodies
Applies a non-instanced MassFX Rigid Body modifier to each selected object, with Rigid Body Type set to Dynamic, and creates a physical shape for each object. If any selected objects already have a MassFX Rigid Body modifier, the existing modifier is changed to Dynamic, not reapplied.
Applies a non-instanced MassFX Rigid Body modifier to each selected object, with Rigid Body Type set to Kinematic, and creates physical shape for each object. If any selected objects already have a MassFX Rigid Body modifier, the existing modifier is changed to Kinematic, not reapplied.
Applies a non-instanced MassFX Rigid Body modifier to each selected object, with Rigid Body Type set to Static. A physical shape is created for the object. If any selected objects already have a MassFX Rigid Body modifier, the existing modifier is changed to Static, not reapplied.
Sets up the selected character as a Dynamic ragdoll. Its motion can affect and be affected by other objects in the simulation.
Sets up the selected character as a Kinematic ragdoll. Its motion can affect other objects in the simulation but cannot be affected by them.
Removes the selected character from the simulation by deleting the Rigid Body modifiers and the Ragdoll helper.
mCloth
Use these commands to apply the mCloth modifier to an object or to remove the modifier from an object.
Applies a non-instanced mCloth modifier to each selected object, then switches to the Modify panel for adjustment of the modifier parameters.
If the object already has the mCloth modifier applied, this command simply switches to the Modify panel if necessary.
Removes the mCloth modifier from each selected object.
Constraints - MassFX
Each Constraint command creates a MassFX Constraint helper. The commands differ only in the values that are applied as reasonable defaults for the type of constraint you use.
Before using a Constraint command, select one or two objects to represent the rigid bodies to be affected by the constraint. If you select one object, it acts as the child of the constraint, which "pins" the object to its location at the start of the simulation. With two objects, the first object you select acts as the parent of the constraint, and the second object as the child. The parent must not already be a Static rigid body, and the child object must not already be a Static or Kinematic rigid body. If either selected object does not already have a MassFX Rigid Body modifier applied, a confirmation dialog opens offering to apply the modifier to the objects.
After invoking this command, move the mouse in a viewport to adjust the size of the constraint and then click to set the size. The constraint is created and linked to the parent object, if any.
For details on the constraint types, see Constraints Flyout.
Simulation - MassFX
Play Simulation
Toggles execution of the simulation in the viewports. For details, see Start Simulation.
Executes the next frame of the simulation. For details, see Next Simulation Frame.
Restores the simulation to its starting state. For details, see Reset Simulation.
Resets the simulation and then executes it while storing transforms for all Dynamic objects as animation keyframes. When baking is complete, MassFX converts all Dynamic objects to Kinematic status. Also sets an internal "baked" flag for the rigid bodies for unbaking.
Similar to Bake All Objects except that the baking is applied only to selected Dynamic objects.
Deletes keyframes for all objects set to Kinematic status by baking (see preceding) and restores them to Dynamic status.
Similar to Unbake All Objects except that the unbaking is applied only to selected applicable rigid bodies and mCloth objects.
Tools - MassFX
Opens the MassFX Tools dialog.
Opens the MassFX Explorer dialog, where you can use Scene Explorer-type tools to view and change simulation settings.
Ensures that various scene elements do not violate simulation requirements. See Validate Scenes Before Exporting.
Sets the initial transform for each selected dynamic rigid body to its current transform. Subsequent uses of Reset Simulation return the dynamic objects to these transforms.
You might use this if, for example, you want to start with a stable pile of bricks. You could create a bunch of bricks in the air, run the simulation, wait until everything settles, select all the bricks, and then invoke this menu command. Thereafter Reset Simulation would always return the bricks to their new, piled-up locations.
Opens a dialog with technical information about the MassFX software.