Now that you've had some experience with MassFX rigid bodies, you can try mCloth. This is a version of the standard Cloth modifier that works in MassFX simulations. Dynamic mCloth objects can affect and be affected by other objects in the simulation, including cloth objects and rigid bodies.
In this lesson you'll create a simple setup with a window curtain blowing in the wind. As the curtain flutters in the breeze, it knocks over a bottle on the windowsill. You'll also learn a bit more about setting up rigid bodies to simulate properly.
The exercise highlights a few aspects of using rigid bodies and mCloth in MassFX:
Skill level: Beginner to Intermediate
Time to complete: 30 minutes

Set up the lesson:
The scene contains two objects: a glass bottle and a checkered tabletop.

Set up the bottle:

In physics simulations, the physical shape that the simulation engine uses for a dynamic object is generally not identical to the graphical mesh that 3ds Max uses to render the object. Typically the physical shape is simpler, which usually suffices to represent the object's presence in the simulation while easing the burden on the simulation engine.
However, this disparity in shapes can make it difficult to place one object squarely on another by eye. To make this easier, MassFX has a Capture Transform function. To use it, you first place one object above the surface on which it is to rest at the start of the final simulation. Then you run a test simulation so the object can fall and settle into place. Once it has done so, you stop the simulation without resetting and use Capture Transform on the object. Then, when you reset the simulation, the object stays in place.
to start the simulation. The bottle starts to fall to the tabletop, but then topples over. This is not desirable behavior.

You'll determine why it's happening and then fix it.
to reset the simulation, then take another look at the bottom of the bottle in the Front or Left viewport. The bottom is flat and parallel to the tabletop, so the problem isn't with the graphical mesh. Thus it's probably with the physical shape. But because the physical shape is coincident with the graphical mesh, it's difficult to examine it. However, it's easy to separate the two so you can get a better look at the physical shape.
The tabletop disappears.
Move the physical shape away from the graphical mesh and then orbit the viewport while examining the bottom of the physical shape. 
Left: graphical mesh
Right: Convex physical shape
The bottom of the physical shape is clearly uneven, which causes the instability of the bottle on the tabletop. This happens because the physical shape is a "best-fit" approximation of the graphical mesh that uses far fewer vertices. You could try to increase the number of vertices in the physical shape and generate it from the graphical mesh's vertices instead of the surface with the controls on the Physical Mesh Parameters rollout, but this would defeat the purpose of the physical shape's simplicity. An easier, more-efficient way is to use the Custom shape option.
Undo the move of the physical shape so it's once again coincident with the graphical mesh and click the MassFX Rigid Body item on the modifier stack. This changes the Shape Type setting to Custom and creates a new Editable Mesh object with the same name as the bottle, superimposed over the original bottle. The new object is a geometric copy of the physical shape created by the Convex shape type, and is known as the mesh source.

The mesh source superimposed on the original object
The name of the mesh source is reflected on the Physical Mesh Parameters rollout, which now shows the controls for the Custom physical shape type. In this case, all the controls are buttons.

This selects the Editable Mesh object. You'll edit this object to give it a flat bottom and then update the physical shape from the mesh source.
Modify panel, activate the
Vertex sub-object level and then in the Front viewport region-select the bottom-most vertices. This should be about five vertices. 
(Isolate Selection Toggle) on the status bar. While active, Isolate Selection shows only the current selection and hides everything else. If you use this option, turn off Isolate Selection after selecting the vertices. This moves the selected vertices to the average of their Z positions, making them all the same height. However, this is slightly higher than the bottom of the bottle.


This copies the edited structure of the custom mesh source object back to the physical shape of the bottle.
to delete the mesh source. Select the Bottle object again. The mesh source is no longer necessary for now, but you can easily derive it again from the physical shape with the Extract Mesh Object function on the Physical Mesh Parameters rollout.
Start the simulation. The bottle should drop to the floor without tipping over and then remain upright and still.
on the MassFX toolbar to open the MassFX Tools dialog to the World Parameters panel. On the Scene Settings rollout, set Rigid Bodies
Substeps to 2 or more. The time slider remains at its current position.
Simulation Tools panel, and on the Simulation rollout, click the Capture Transform button. This sets the bottle's initial transform (where it starts out in the simulation) to its current position.
to reset the simulation. The bottle stays put.
Set up the curtain:

Left: Left viewport
Right: Top viewport
These settings are depicted in the preceding illustration.
This increases the mesh resolution so the cloth can bend and fold more realistically.
(Set Selected As mCloth Object). The plane now acts like a piece of cloth in simulations.

The curtain material seems a bit stiff.

Now the cloth behavior seems a bit more natural.
Next you'll make a curtain rod and attach the curtain to it.

modifier stack, expand the mCloth entry so the Vertex sub-object level is shown. Click the Vertex entry. 
The Modify panel changes to display the Soft Selection and Group rollouts, and the curtain's vertices appear in the viewports.

Main image: Curtain in Left viewport with top row of vertices selected
Inset: Group list on the Modify panel
The list on the Group rollout now shows the group you just created, Group001, and its unassigned status. You'll assign a Node constraint to the group, which means that those vertices will "stick" to the rod during the simulation.
Constraint group, click the Node button and then select the curtain rod in a viewport. The Group001 item in the list now shows that it's constrained as a node to Cylinder001, the curtain rod.
This time the curtain remains in place.
Add the Wind force:

The Wind space warp selected in the Perspective viewport
Create panel activate
(Space Warps).
Forces rollout, click Add and select the Wind space warp. The space warp's name appears in the Scene Forces Applied list.

The wind will now affect the curtain in the simulation, but it won't affect any of the other objects.
The curtain moves a bit, but the wind at its default Strength setting of 1.0 isn't powerful enough to affect it much.
Parameters rollout, set Strength to 50.0. The curtain now blows forcibly agains the bottle, but doesn't move it because it's not pushing hard enough.

The increased Push value causes the blowing curtain to knock the bottle over.

If the curtain needs to knock over some items but not others, you can set Push just high enough to knock them over, then increase the Density of the heavier items.
Modify panel go to the Physical Material rollout and adjust the Density value. The easiest way to do so to right-click the spinner. 
Now when you run the simulation, the curtain sends the bottle flying, even though the bottle isn't subject to the direct force of the Wind space warp.
As you can see, even in a simple simulation such as this there are lots of variables to play with. By experimenting and adjusting a lot, you can achieve realistic or even surrealistic animations relatively easily with MassFX and mCloth.
Save your work:
The file mcloth_final.max includes the MassFX setup described in this lesson, without baked animation.
To see a rendering of the cloth animation, play this movie:
The most efficient way to position a Dynamic rigid body on a surface at the start of a simulation is to use the Capture Transform function.
To stabilize a rigid body, it might be necessary to tweak the physical shape using the Custom shape type tools.
Cloth objects can participate fully in a simulation, both affecting and being affected by other objects. They can also be subject to Force space warps such as Wind.