The MassFX toolbar provides quick access to the most commonly used commands.
The buttons on this flyout provide direct access to the different panels of the
MassFX Tools dialog. You can also open the dialog with the Show MassFX Tools command on the Simulate menu Tools - MassFX
Show MassFX Tools.
This command is also available as Set Selected As Dynamic Rigid Body on the Simulate menu Rigid Bodies
Set Selected As Dynamic Rigid Body.
This command is also available as Set Selected As Kinematic Rigid Body on the Simulate menu Rigid Bodies
Set Selected As Kinematic Rigid Body.
This command is also available as Set Selected As Static Rigid Body on the Simulate menu Rigid Bodies
Set Selected As Static Rigid Body.
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.
Each of these commands creates a MassFX Constraint helper. The only differences among them are the values that are applied as reasonable defaults for the type of constraint described.
Before invoking the command, select two objects to represent the rigid bodies to be affected by the constraint. The first object you select will be used as the parent of the constraint and the second object as the child. The first object must not already be a Static rigid body, and the second 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 a Create ... Constraint command, drag in a viewport to set the initial location of the constraint as well as its display size. The constraint is then created and linked to the parent object.
Add a new MassFX Constraint helper to the project with settings appropriate for a rigid constraint. A rigid constraint has the translation, swing, and twist all locked, attempting to hold two rigid bodies at the same relative transformation as when the simulation starts.
This command is also available as Rigid Constraint on the Objects (or Simulate) menu Constraints - MassFX submenu.
Add a new MassFX Constraint helper to the project with settings appropriate for a slide constraint. A slide constraint is similar to a rigid constraint, but with a limited Y translation enabled.
This command is also available as Slide Constraint on the Objects (or Simulate) menu Constraints - MassFX submenu.
Add a new MassFX Constraint helper to the project with settings appropriate for a hinge constraint. A hinge constraint is similar to a rigid constraint, but with Swing 1 limited to 100 degrees. This command is also available as the Create Hinge Constraint command in the MassFX menu (Constraints sub-menu).
This command is also available as Slide Constraint on the Objects (or Simulate) menu Constraints - MassFX submenu.
Add a new MassFX Constraint helper to the project with settings appropriate for a twist constraint. A twist constraint is similar to a rigid constraint, but with Twist set to unlimited.
This command is also available as Twist Constraint on the Objects (or Simulate) menu Constraints - MassFX submenu.
Add a new MassFX Constraint helper to the project with settings appropriate for a universal constraint. A universal constraint is similar to a rigid constraint, but with Swing 1 and Swing 2 limited to 45 degrees.
This command is also available as Universal Constraint on the Objects (or Simulate) menu Constraints - MassFX submenu.
Add a new MassFX Constraint helper to the project with settings appropriate for a ball & socket constraint. A ball & socket constraint is similar to a rigid constraint, but with Swing 1 and Swing 2 limited to 80 degrees, and Twist set to unlimited.
This command is also available as Ball-and-Socket Constraint on the Objects (or Simulate) menu Constraints - MassFX submenu.
Use these controls to allow a bones system or character studio biped to participate in a MassFX simulation, or to remove the character from the simulation. Select any bone in the character or an associated skin mesh and then choose a Ragdoll command, which affects the entire system. See MassFX Ragdoll.
This command is also available as Reset Simulation on the Simulate menu Simulation - MassFX submenu
and on the MassFX Tools dialog
Simulation Tools panel.
If the simulation is paused, click Start Simulation again to resume the simulation from the current simulation frame.
As the simulation runs, the time slider advances by one frame for each simulation step, causing Kinematic rigid bodies to move as part of the simulation.
This command is also available as Play Simulation on the Simulate menu Simulation - MassFX submenu (when Start Simulation is active on the MassFX toolbar) and as
(Start Simulation) on the MassFX Tools dialog
Simulation Tools panel.
This command is also available as Play Simulation on the Simulate menu Simulation - MassFX submenu (when Start Simulation Without Animation is active on the MassFX toolbar) and as
(Start Simulation Without Animation) on the MassFX Tools dialog
Simulation Tools panel.
This command is also available as Step Simulation on the Simulate menu Simulation - MassFX submenu and as
(Advance the simulation by one frame) on the MassFX Toolbar.