The MassFX submenus provide access to most MassFX tools and interface elements. There is a submenu for each subset of MassFX features. Most of these commands are also available in other areas of the MassFX interface.
Use these commands to apply the mCloth modifier to an object or to remove the modifier from an object.
If the object already has the mCloth modifier applied, this command simply switches to the Modify panel if necessary.
The remaining commands on this submenu create different types of MassFX Constraint helpers. The commands differ only in the values that are applied as reasonable defaults for the type of constraint you use.
Before using a Constraints 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.
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.
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.