The Physics Solver pane contains controls to activate and record Rigid Body, Ragdoll, and Joint solving. 
         
         Note On 64-bit systems, the Physics Solver cannot process objects that have degenerated polygons or invalid normals. When this
               occurs, a warning message appears that identifies the models that have this problematic geometry, and bounding boxes are used
               to approximate these shapes instead. Using these bounding boxes for the joint solve may produce solve results that differ
               from the expected behavior. If possible, use the Cube, Capsule, or Sphere approximations to match your geometry with more
               precision. For more complex geometry, reconstruct your model with 3D software to avoid these non-standard geometry problems.
               This problem does not occur in the 32-bit version of MotionBuilder. 
            
          
            Physics solving indicators
            
 
            These indicators are also buttons you can use to activate or disable Physics solving.   
            
 
               
                  
                     
                     
                  
                  
                     | Indicator | Function | 
                  
                     | Online | Activates physics solving. In the  window, the Online option is referred to as . NoteYou cannot add Physical properties (for example Rigid Body, Ragdoll or Joint) to objects while the Physics Solver is online.
                              
                            | 
                  
                     | Live | Starts the physics solving behavior. Use this textbox as a testing area where you can activate the solve independently of
                        the timeline so you can test the manipulations and interaction of the objects. When the physics solving behavior is tuned
                        appropriately, click  to record the key-frame data. In the  window, the Live option is referred to as . NoteWhen you set the Physics Solver to Live, if you select an object that has a Physical property, such as Ragdoll, Rigid Body,
                              or Joint attached to it, you need to deselect the object otherwise the object will ignore the Physics Solver. If the Physical
                              property object is selected when the Physics Solver is Live during recording, the FCurves are re-evaluated based on the Frame
                              Rate shown in the Transport Controls. 
                            | 
                  
                     | Recording | Indicates that the physics solving is ready for recording. In the  window, the Recording option is referred to as . | 
               
              
             
          
          
            Reset to Start
            
 
            Click this button to define the position from where your animation starts. 
            
 
          
          
            Set Start State
            
 
            Click this button to restore the affect object or model to its Start State. 
            
 
            NoteIf the  button is active, the solving begins immediately after you click . To restore the object or model to the starting position without starting to immediately solve, disable the  button. 
               
             
          
            Samples per Frame
            
 
            Set a value in this field to increase or decrease the precision of the solve record. 
            
 
            This field sets the number of keys or samples that you are going to take per frame. By default, it is set to 3 so that the
               solve takes 3 keys per frame. 
            
 
            TipThe more you capture, the better the solve, and you can avoid problems like tunnelling. However, setting a higher amount to
                  create high-quality solve creates performance speed issues. 
               
            Currently, this field does not support decimal values, such as 0.5, as it increases the occurrence of tunnelling problems.
               
            
 
          
          
            Ground Plane Model
            
 
            Alt-drag an object or objects from the Viewer window or Schematic view into this field to define it as the “floor” to which
               the Physics Solver will refer. You can also select an object from the Asset Selection list. 
            
 
          
          
            Global Scale Value
            
 
            Sets a global scale. 
            
 
          
          
            Unassigned Markers Become Passive Rigid
            
 
            Turn on this option when you want to create rigid, non-active assets from any un-assigned objects in the scene. 
            
 
          
          
            Selection Adds a Force
            
 
            When this option is active, the Physics solving creates a reaction whenever you click an object or model with the mouse. Activate
               this option to “tickle” or “poke” the object or model to provoke action. This is useful for testing Physics settings; activate
               Live, let objects fall, and click them to push them around. This way you can test things like friction, slip, and their interaction.
               
            
 
            NoteIf you select an object in the Navigator window or Schematic view that has the Selection Adds a Force setting active, force
                  is applied and the object moves. 
               
             
          
            Record to Story
            
 
            Turn on this option to record the solve to the story window as an animation track. 
            
 
          
          Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
 Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License