To apply multi-object collision to objects
A new Muscle Multi Collide deformer is applied and connected to all objects. In the Channel Box or Attribute Editor you can set other options, such as volumization and self collision (which causes self collision to be calculated on each object as well as multi-object collision).
The Paint Attributes tool appears. The weights “cMuscleMultiCollide#.weights” appear in the Weights button.
If this does not appear, use the following MEL command to set weights as paintable:
makePaintable -attrType "multiFloat" -sm "deformer" "weightGeometryFilter" "weights" makePaintable -attrType "multiFloat" -sm "deformer" "cMuscleMultiCollide" "weights"
Lower weights work the opposite from the way they do with the Muscle deformer. In this case, a weight of 0 is more rigid, and a weight of 1 (the default) is soft.
By default, Volumize is set to 0, and you can increase this on the deformer.