DMM Asset |
ITEM |
SELECT |
ACTION |
Verify Polymesh |
1 or more polymesh |
Check selected polymesh(es) for DMM compatibility.
Use the Option Box to configure this tool |
Check Polymesh for Collocated Vertices |
1 or more polymesh |
Check selected polymesh(es) for collocated vertices |
Create DMM Object Primitive |
nothing |
Create a DMM Object primitive (cube, sphere, cylinder, cone,
pyramid and platonic solid) and attach it to the active DMM Scene
for simulation |
Create DMM Object from Polymesh |
1 or more polymesh |
Treat the selected polymesh(es) as an envelope of a Tet Mesh and
make a DMM Object. The same mesh is used as the Input Surface Mesh
of the DMM Object. Use the Option Box to set the Area and Quality
before generating the tetrahedra |
Create Bare DMM Object |
|
Create a DMM Object without a Surface Mesh, see sub menu items |
>> From Polymesh |
1 or more polymesh |
Treat the selected polymesh(es) as an envelope of a Tet Mesh and
make a DMM Object. Note: It will not have a surface mesh. The
polymesh should be a simplified mesh surrounding a surface mesh |
>> From Triangulated Polymesh |
1 or more triangulated mesh |
Each triangle mesh is used as the surface for a tetrahedral mesh and
becomes a DMM Object attached to the DMM scene for simulation. Use
the Option Box to set the Area and Quality before generating the
tetrahedra |
>> From Tetrahedral Polymesh |
1 or more tetrahedral mesh< |
Tetrahedral meshes are a form of polymesh where each tetrahedron
in the mesh has four triangular faces. Each selected Tet Mesh
becomes a DMM Object and is attached to the DMM scene for simulation |
>> From Plane Polymesh |
1 or more 2d polymesh |
Create a DMM Object based on the 2D selected polymesh(es) and
with a constant width. Use the Option Box to configure this tool |
Add Surface Mesh to bare DMM Object |
1 DMM Object and 1 polymesh |
A polymesh becomes the mesh that is deformed and possibly fractured
by the selected DMM Object. Normally the resulting deformed mesh is
the only visible manifestation of the DMM Object when it is rendered |
Use TetCage for Surface Mesh on bare DMM Object |
1 or more DMM Objects |
For each selected bare DMM Object, make the Tet Cage as the Input
Surface Mesh as well |
Create Splinters from Image... |
nothing |
Makes a splinter cage using the image of a .bmp file |
Add Splinters to DMM Object |
1 DMM Object and 1 splinter cage |
This will clip the surface mesh with the selected splinter cage |
Add New Glue Region to DMM Object |
1 or more DMM Objects |
Creates a cube encompassing all of the selected DMM Object(s).
The created cube is associated as a Glue Region to the selected
DMM object(s). The tetrahedrons of the DMM Object(s) which have one
or more vertices inside the cube and that overlap (even after its
dimensions have changed) are glued together |
Make Polymesh into Glue Region |
1 or more DMM Object and 1 or more convex polymesh |
Selected polymesh(es) are associated as Glue Region to selected
DMM object(s). Overlapping tetrahedrons inside the Glue Region
(even after its dimensions have changed) are glued together |
Add New DMM Passive Region to DMM Object |
1 or more DMM Objects |
Creates a unit cube at the geometric center of the selected
DMM Object(s). The created cube is associated as a DMM Passive
Region to the selected DMM object(s). The tetrahedron' vertices
of the DMM Object(s) which are inside the cube (even after its
dimensions have changed) are defined as DMM Passive |
Make Polymesh into DMM Passive Region |
1 or more DMM Object and 1 or more convex polymesh |
Selected polymesh(es) are associated as DMM Passive Region to
selected DMM object(s). Tet Vertices of the DMM object which fall
inside the polymesh(es) are defined as DMM Passive. The polymesh(es)
must define convex regions |
Duplicate DMM Object |
1 or more DMM Objects |
Creates a copy of each selected DMM Object. If it's connected to
some Glue Regions or DMM Passive Regions, the duplicated object gets
connected to the same regions as well. |
Extract Output Shapes |
1 or more DMM Objects |
Creates a copy of the Simulated Tet Mesh and the Output Surface Mesh
for each selected DMM Object |
Edit DMM |
ITEM |
SELECT |
ACTION |
Asset Manager... |
1 DMM Object or one mesh of a DMM Object |
Bring up the DMM Asset Manager window. The DMM Asset Manager can
be used to control what parts of a DMM Object are displayed. It also
provides an easy way to get to the attributes of a DMM Object. For
more on this manager, read this section
|
Delete History on DMM Object |
1 DMM Object or one mesh of a DMM Object |
Removes history (and ability to undo) for each selected DMM Object
while still allowing the object to simulate. Use instead of normal
Remove History for DMM Objects |
Freeze DMM Object Transform |
1 DMM Object or one mesh of a DMM Object |
Freeze the transform of the selected DMM Object |
Refresh Surface Mesh |
1 DMM Object or one mesh of a DMM Object |
Required if the Maya material(s) for a surface mesh that is deformed
by DMM changes. Causes the output surface mesh of a DMM Object to
reflect changes to the Maya materials of an input surface mesh |
Detach Component |
1 or more DMM Objects |
Detach an input component of a DMM Object such as a Surface Mesh or
a Splinter Cage. The output mesh(es) of the DMM Object will reflect
the fact that the input is gone |
Disassemble DMM Object |
1 or more DMM Objects |
Detach all input components of a DMM Object and delete the DMM Object
node |
Show DMM Shape |
1 or more DMM Objects |
Unhide one or more shapes of the selected DMM Objects, such as the
Tet Cage, the Glue Region(s), etc. |
Hide DMM Shape |
1 or more DMM Objects |
Hide one or more shapes of the selected DMM Objects, such as the
Tet Cage, the Glue Region(s), etc. |
Edit DMM Object |
1 or more DMM Objects |
Identically change some properties of all the selected DMM Objects |
Edit DMM Component |
1 or more DMM Objects |
Identically change some properties of the components of all the
selected DMM Objects |
Select DMM Component |
1 or more DMM Objects |
Replace selection with one or more components of the selected
DMM Objects, such as the Tet Cage, the Glue Region(s), etc. |
Select DMM Node |
1 or more DMM Objects |
Replace selection with a DMM specific node of the selected DMM Objects,
such as the DMM Scene node or the DMM Physical Material node |
Select DMM Object |
1 or more DMM Objects |
Keep in selection only those of the selected DMM Objects that match
the selected criteria, such as being disable or DMM Passive |
Grow Selection with |
1 or more DMM Objects or 1 or more polymesh |
Grow to the selection with nodes that match the selected criteria |
Intersecting DMM Objects |
1 or more DMM Objects |
Update the selection with intersecting DMM Objects |
DMM Scene |
ITEM |
SELECT |
ACTION |
Select Active DMM Scene Node |
nothing |
Replace Maya's selection by the active DMM Scene node |
DMM Scene Manager... |
nothing |
Bring up the DMM Scene Manager window. The DMM Scene Manager
can be used to create and merge DMM Scene nodes and select which
is the active one. For more on this manager, read
this section |
Default DMM Scene Settings... |
nothing |
Bring up the Default DMM Scene Settings window. For more on
this, read this section |
List DMM Objects... |
nothing |
Bring up a window with a list of all the DMM Objects in the scene |
Delete Rigid Bodies in DMM Objects |
nothing |
Delete Rigid Bodies nodes that were accidentally constructed from
a DMM Object |
Enable DMM Cache |
nothing |
Turn on or off the DMM cache for the active DMM Scene node.
When the cache is on simulation output is saved, and cached data
is used to move, fracture, and deform DMM objects. Turning of the
cache empties the cache |
Load Cached Animation... |
nothing |
Fill the DMM Cache with cached animation data described in the
selected XML file. |
Save Cached Animation |
nothing |
Save the contents of the cache as XML data. This contents represents
all the motion, deformation, and fracture data of the DMM objects in
the DMM scene. (all simulated objects) |
Export to Cobra |
nothing |
Create a scene file, materials file, set of vtm (tetrahedral mesh)
files, and set of surface mesh files for the current scene. Only
DMM objects are exported. |
Preferences... |
nothing |
Bring up the DMM preferences window. For more on this, see below. |