So far you have a working
            leg with flexing muscles. To provide even more control, Maya Muscle
            lets you paint Jiggle weights per-point on your mesh. 
         
         NoteYou can use the Jiggle
               deformer even if you are not doing muscle skinning. For example,
               you can paint and add weights for jiggling on any moving object
               to get jiggle effects, even if the object is skinned with a Maya
               skinCluster, or not skinned at all.
            
         Open the scene for the
               lesson
            
            
               - Load the file you worked on in the previous
                  lesson or load the DragonLeg_Jiggle_Start.mb file. 
                  This rig has a complete
                     leg with bones and muscles, and with Sticky and Sliding weights
                     applied.
                   
Enable Jiggle deformation
            
            Like other features,
               the Jiggle deformer can be turned on and off independently. When
               Jiggle occurs, Jiggle collisions can also be enabled to help make sure
               points do not move into bones and muscles that are sliding. Note
               that there is no self-collision, this is simply sliding collision
               if the Sliding deformer is also enabled. 
            
            
               -  Select the skin mesh. 
               
- In the Attribute Editor, select
                  the cMuscleSystem1 tab.
               
- Turn on Enable Jiggle.
               
Paint Jiggle weights
            
            
               - Select the skin mesh.
               
- Select 
                           Muscle > Paint Muscle Weights. 
                  The Muscle
                        Paint window opens. 
                   
- In the Muscle Paint window,
                  select Jiggle from the Weights drop-down menu. 
               
- Paint Jiggle weights in the middle center
                  of the leg, as shown. (You can paint weights on other areas of the
                  skin mesh where you want to have per-point skin jiggle.)
               
- Experiment with painting different areas
                  of the mesh, and playblast your animation to see the results. Typically,
                  jiggle-related weights benefit from a smoother falloff on the painting.
                  Close the Muscle Paint window when finished.
                  NoteYou can review the
                        other Jiggle attributes on the cMuscleSystem node in the  Channel
                           Box or  Attribute Editor. See  Jiggle attributes for
                        more details about each attribute.
                      
 
The basic leg rigging
               is now complete. You can find the completed file for this lesson, DragonLeg_Jiggle_End.mb, in the Maya
               Muscle Advanced Techniques folder. 
            
            NoteSince the Jiggle
                  calculations for per-point skin jiggle can use significant machine
                  resources, you can use Muscle’s per-point cache feature to provide faster
                  animation playback during operations like lighting or rendering.
                  In the next steps you cache each frame of animation internally on
                  the node in the Maya scene itself. This way you can cache playback,
                  then playback within Maya for faster speed and interaction.
               
            Create a cache
            
            
               - Select the skin mesh object. 
               
- From the main menu, select 
                           Muscle > Caching > Create Cache.
                  The frame range is the
                     current Time Slider range, and the
                     cache data is stored within the Maya scene. Leave the default options
                     in the Generate Cache dialog that
                     appears.
                   NoteIn this lesson you
                        use node-based caching, however if you are planning on using external
                        file-based caching, you can set the path and base filename using
                        the  Attribute Editor, or by selecting  Muscle > Caching > Set Location of Cache File from
                        the main menu.
                      
 
- Make sure your skin mesh is still selected
                  and click Generate Cache for Selected Objects.
                  A progress window appears
                     as the Time Slider scrubs and the
                     cache is calculated. 
                   Once the dragon leg animation
                     is cached, you can have faster playblasts, or change camera angles
                     and playback to see how the animation looks from different angles.
                     Since the data is cached, deformation is not really being calculated,
                     making playback faster. 
                   
- Playback the animation. 
                  Depending on the speed
                     of your computer, the cached animation plays back in near real-time.
                     The cache attributes on the cMuscleSystem node (which can be seen
                     in the Channel Box or Attribute
                        Editor) shows that the cache is now set to read-node.
                     This means it is now reading the point cache rather than doing full
                     calculations.
                   
NoteWhile you are viewing
                  the cached data, attempting to change settings (such as turning
                  Sliding deformation on or off, or attempting to paint weights) will
                  have no effect on the mesh. 
               
            To remove the cache
            
            
               - Do one of the following: 
                  
               
Beyond the lesson
            
            In this lesson you learned
               how to:
            
            
               - Set up Jiggle deformation
               
- Paint Jiggle weights
               
- Set up a per-point cache to facilitate
                  faster playback
               
You can find the completed
               file for this lesson, DragonLeg_Cache_End.mb,
               in the Maya Muscle Advanced Techniques folder.