The Skeleton helper is a component of MassFX that lets animated characters participate in simulations as kinematic rigid bodies. The character can be a, a , or a , plus, optionally, an associated mesh using . One beneficial aspect of the Skeleton helper is that it helps you improve performance by grouping bones to act together as a single rigid body.
Shows bones associated with the skeleton, plus any groups. Highlight bones in this list to remove them, group them, or batch-change the rigid body settings. To highlight multiple bones, use standard Shift+click and Ctrl+click methods.
To use these settings, first optionally highlight one or more bones in the list, then adjust the remaining settings on the rollout, then click Regenerate Selected Bone (or Bones) to apply the changes to the highlighted bones. Alternatively, apply the changes to all bones in the skeleton by clicking Regenerate Entire Skeleton.
Opens the Mirror Skeleton Rigid Bodies dialog, allowing you to copy Rigid Body settings and physical meshes for bones from one side of the skeleton to bones on the other side. You can use a (case-insensitive) match on the names to find the bones to copy and replace.
First, enter a portion of the name common to all bones you want to mirror in the "Find Bones named with" field at the top of the left column. All bones that match that name are then displayed in the list of bones on the left.
Next, enter the name to replace your "find" string with in the "Mirror to bones replacing with" field at the top of the right column. If a bone is found whose name matches the result of the find/replace, it is listed in the right column across from its counterpart in the left column.
If a bone in the right column already has a Rigid Body modifier on it, its name is shown in boldface text to warn you that you will be overwriting the existing rigid body settings for that bone. In the preceding illustration, this is the case for all bones to be replaced in the mirroring process.