Sets the timing and allows you to cache the rigid body simulation or ICE simulation in the current simulation environment.
To display, do one of the following:
Open the Cache Manager (see The Cache Manager), then click the Simulation tab at the top of the Cache Manager.
Choose Modify Rigid Body Edit Simulation Properties from the Simulate toolbar (only for non-ICE rigid bodies).
Select an ICE-simulated object and choose Particles Simulation Inspect Environment from the ICE toolbar.
In the explorer, open the current Environment and click the Simulation Time Control icon.
The parameters on this tab let you set up the playback options for the current simulation environment.
For more information, see Playing an ICE Simulation.
Toggle Simulation Info |
Turns on/off the simulation information that is displayed in the corner of the active viewport. The information shown is for the current simulation environment and includes the start and end of the simulation, the last frame that has been cached, whether the cache is on, and whether the cache is locked. You can also set the Show Simulation Info option on the Stats page in the Camera Visibility Options property editor (press Shift+S) for a viewport. |
Play Mode |
Select from these options for how the simulation is played back. When doing a final render of the scene and you are doing distributed rendering or using motion blur, you should turn on caching and use the Standard mode; otherwise, you can use Live mode for rendering as well. You cannot, however, see the effects of motion blur when using Interactive mode. |
Standard: plays the simulation from the first frame. It calculates the simulation only when you go forward to a different frame. If you change one of the elements in the simulation, the simulation is recomputed from the initial state at the next frame change. If you go to a previous frame (playing backwards), the simulation is not recomputed. Standard mode calculates the simulation only when you go to a different frame, either by clicking the Play button below the timeline or moving the playback cursor. |
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Live: updates the simulation at each frame with any change that you make. This mode allows you to play a simulation continuously for quick editing and tweaking. You can then view the effect of any modifications in real time. Live mode is best when you play the simulation with looping on — this way you can tune parameters and immediately see what happens without restarting the simulation from its first frame. Any change you make to any elements within the simulation environment affects the simulation only from that point on: the simulation is not recalculated from the start. As soon as you skip forward, the simulation is computed for the current frame from all of the intermediate frames. When you drag the playback cursor forward in the timeline or click the Play button, the simulation is updated to the current frame. |
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Interactive: updates the simulation as you interact directly with the simulated object, such as by dragging it to a different location. This is similar to how quick stretch works when you select a quick-stretched object and move it around. Interactive mode is useful for quickly trying out different variations of the simulation without having to play it back. For example, while the simulation is playing, you can go to a specific frame and then move a rigid body to a new position or rotate it to quickly test out the resulting simulation. For spring-based control objects in rigs (see Spring Operators for Tail, Ear, and Belly Rig Controls), you need to select this mode to simulate their movement (this is their default setting). |
The parameters on this tab let you create point cache files, simulation environment caches, and cache file sources and clips for ICE simulations.
For non-ICE rigid body simulations, you can create simulation environment caches and action sources and clips.
For general information, see Creating ICE Simulation Environment Cache Files.
Path |
Enter the path of the cache file for this instance of caching. Click the browse (...) button to select a different path. This path is automatically set according to the Default Path option that is set in the Simulation Preferences. |
Tokens |
Opens the help topic for Tokens and Templates so that you can see which tokens are available to add to the Path or File Name syntax. You can add any of the Universal tokens, in addition to the Caching ones. The tokens used in the Path and File Name are automatically set according to what's used in the Simulation Preferences. |
File Name |
Name of the cache file to be saved. This is the syntax: [object]_[version]_[frame] To add frame padding to the frame numbers, see the description for the [Frame] token in Tokens and Templates for more information. |
Version |
Enter any string to identify this version of the same cache file, such as Take1 or A, B, C, and so on. |
Format |
The format of the cache file. You can choose from: See Cache File Formats for more information. The default format is set by the Cache Type in the Simulation Preferences. |
Resolved Path |
Displays the path and file name to use for the cache file. |
Save Cache to Mixer |
Click this button to create a source and optional clip from the environment cache file. The Store Environment Cache in Mixer dialog box opens when you click this button.
Add Clip to Mixer: Optionally, you can instantiate this source as a clip in the animation mixer if you select this option. When you create a clip from the source file, any simulation on the objects will be removed. If you want to keep the simulation, you may want to back up your scene before selecting applying the clip to the animation mixer.
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Scene Simulation Cache on File Nodes |
Note: These options appear only if you open the Simulation Time Control property editor via the The Cache Manager. If there is a cache file being read from a Cache on File node in any scene object's ICE tree, information about the object and its cache file appears in a table here. Select an object in the table, then click the Inspect Obj button to open the object's Cache on File property editor. |