## Menus Reference

DMM Asset
ITEM | SELECT | ACTION
--- | --- | ---
Verify Polymesh | 1 or more polymesh | Check selected polymesh(es) for DMM compatibility. Use the Option Box to configure this tool
Check Polymesh for Collocated Vertices | 1 or more polymesh | Check selected polymesh(es) for collocated vertices
Create DMM Object Primitive | nothing | Create a DMM Object primitive (cube, sphere, cylinder, cone, pyramid and platonic solid) and attach it to the active DMM Scene for simulation
Create DMM Object from Polymesh | 1 or more polymesh | Treat the selected polymesh(es) as an envelope of a Tet Mesh and make a DMM Object. The same mesh is used as the Input Surface Mesh of the DMM Object. Use the Option Box to set the Area and Quality before generating the tetrahedra
Create Bare DMM Object |  | Create a DMM Object without a Surface Mesh, see sub menu items
>> From Polymesh | 1 or more polymesh | Treat the selected polymesh(es) as an envelope of a Tet Mesh and make a DMM Object. Note: It will not have a surface mesh. The polymesh should be a simplified mesh surrounding a surface mesh
>> From Triangulated Polymesh | 1 or more triangulated mesh | Each triangle mesh is used as the surface for a tetrahedral mesh and becomes a DMM Object attached to the DMM scene for simulation. Use the Option Box to set the Area and Quality before generating the tetrahedra
>> From Tetrahedral Polymesh | 1 or more tetrahedral mesh< | Tetrahedral meshes are a form of polymesh where each tetrahedron in the mesh has four triangular faces. Each selected Tet Mesh becomes a DMM Object and is attached to the DMM scene for simulation
>> From Plane Polymesh | 1 or more 2d polymesh | Create a DMM Object based on the 2D selected polymesh(es) and with a constant width. Use the Option Box to configure this tool
Add Surface Mesh to bare DMM Object | 1 DMM Object and 1 polymesh | A polymesh becomes the mesh that is deformed and possibly fractured by the selected DMM Object. Normally the resulting deformed mesh is the only visible manifestation of the DMM Object when it is rendered
Use TetCage for Surface Mesh on bare DMM Object | 1 or more DMM Objects | For each selected bare DMM Object, make the Tet Cage as the Input Surface Mesh as well
Create Splinters from Image... | nothing | Makes a splinter cage using the image of a .bmp file
Add Splinters to DMM Object | 1 DMM Object and 1 splinter cage | This will clip the surface mesh with the selected splinter cage
Add New Glue Region to DMM Object | 1 or more DMM Objects | Creates a cube encompassing all of the selected DMM Object(s). The created cube is associated as a Glue Region to the selected DMM object(s). The tetrahedrons of the DMM Object(s) which have one or more vertices inside the cube and that overlap (even after its dimensions have changed) are glued together
Make Polymesh into Glue Region | 1 or more DMM Object and 1 or more convex polymesh | Selected polymesh(es) are associated as Glue Region to selected DMM object(s). Overlapping tetrahedrons inside the Glue Region (even after its dimensions have changed) are glued together
Add New DMM Passive Region to DMM Object | 1 or more DMM Objects | Creates a unit cube at the geometric center of the selected DMM Object(s). The created cube is associated as a DMM Passive Region to the selected DMM object(s). The tetrahedron' vertices of the DMM Object(s) which are inside the cube (even after its dimensions have changed) are defined as DMM Passive
Make Polymesh into DMM Passive Region | 1 or more DMM Object and 1 or more convex polymesh | Selected polymesh(es) are associated as DMM Passive Region to selected DMM object(s). Tet Vertices of the DMM object which fall inside the polymesh(es) are defined as DMM Passive. The polymesh(es) must define convex regions
Duplicate DMM Object | 1 or more DMM Objects | Creates a copy of each selected DMM Object. If it's connected to some Glue Regions or DMM Passive Regions, the duplicated object gets connected to the same regions as well.
Extract Output Shapes | 1 or more DMM Objects | Creates a copy of the Simulated Tet Mesh and the Output Surface Mesh for each selected DMM Object

Edit DMM
ITEM | SELECT | ACTION
--- | --- | ---
Asset Manager... | 1 DMM Object or one mesh of a DMM Object | Bring up the DMM Asset Manager window. The DMM Asset Manager can be used to control what parts of a DMM Object are displayed. It also provides an easy way to get to the attributes of a DMM Object. For more on this manager, read this section
Delete History on DMM Object | 1 DMM Object or one mesh of a DMM Object | Removes history (and ability to undo) for each selected DMM Object while still allowing the object to simulate. Use instead of normal Remove History for DMM Objects
Freeze DMM Object Transform | 1 DMM Object or one mesh of a DMM Object | Freeze the transform of the selected DMM Object
Refresh Surface Mesh | 1 DMM Object or one mesh of a DMM Object | Required if the Maya material(s) for a surface mesh that is deformed by DMM changes. Causes the output surface mesh of a DMM Object to reflect changes to the Maya materials of an input surface mesh
Detach Component | 1 or more DMM Objects | Detach an input component of a DMM Object such as a Surface Mesh or a Splinter Cage. The output mesh(es) of the DMM Object will reflect the fact that the input is gone
Disassemble DMM Object | 1 or more DMM Objects | Detach all input components of a DMM Object and delete the DMM Object node
Show DMM Shape | 1 or more DMM Objects | Unhide one or more shapes of the selected DMM Objects, such as the Tet Cage, the Glue Region(s), etc.
Hide DMM Shape | 1 or more DMM Objects | Hide one or more shapes of the selected DMM Objects, such as the Tet Cage, the Glue Region(s), etc.
Edit DMM Object | 1 or more DMM Objects | Identically change some properties of all the selected DMM Objects
Edit DMM Component | 1 or more DMM Objects | Identically change some properties of the components of all the selected DMM Objects
Select DMM Component | 1 or more DMM Objects | Replace selection with one or more components of the selected DMM Objects, such as the Tet Cage, the Glue Region(s), etc.
Select DMM Node | 1 or more DMM Objects | Replace selection with a DMM specific node of the selected DMM Objects, such as the DMM Scene node or the DMM Physical Material node
Select DMM Object | 1 or more DMM Objects | Keep in selection only those of the selected DMM Objects that match the selected criteria, such as being disable or DMM Passive
Grow Selection with | 1 or more DMM Objects or 1 or more polymesh | Grow to the selection with nodes that match the selected criteria
Intersecting DMM Objects | 1 or more DMM Objects | Update the selection with intersecting DMM Objects

DMM Material
ITEM | SELECT | ACTION
--- | --- | ---
Assign New DMM Material | 1 or more DMM Objects | Create a new DMM Physical Material node based and assign it the selected DMM Object(s)
Assign Existing DMM Material | 1 or more DMM Objects | Assign an existing DMM Physical Material node to the selected DMM Object(s)
Select DMM Material Node | nothing | Replace Maya's selection by the chosen DMM Physical Material node
Delete Unused DMM Material Nodes | nothing | Any DMM Physical Material nodes that is in the scene but not used by any DMM Object in the scene is deleted
Export DMM Materials | nothing | Export all the DMM Materials in a xml file that is saved in the DMM Libraries' materials folder. Thus those materials will be listed by the "Assign New DMM Material" menu item

DMM Scene
ITEM | SELECT | ACTION
--- | --- | ---
Select Active DMM Scene Node | nothing | Replace Maya's selection by the active DMM Scene node
DMM Scene Manager... | nothing | Bring up the DMM Scene Manager window. The DMM Scene Manager can be used to create and merge DMM Scene nodes and select which is the active one. For more on this manager, read this section
Default DMM Scene Settings... | nothing | Bring up the Default DMM Scene Settings window. For more on this, read this section
List DMM Objects... | nothing | Bring up a window with a list of all the DMM Objects in the scene
Delete Rigid Bodies in DMM Objects | nothing | Delete Rigid Bodies nodes that were accidentally constructed from a DMM Object
Enable DMM Cache | nothing | Turn on or off the DMM cache for the active DMM Scene node. When the cache is on simulation output is saved, and cached data is used to move, fracture, and deform DMM objects. Turning of the cache empties the cache
Load Cached Animation... | nothing | Fill the DMM Cache with cached animation data described in the selected XML file.
Save Cached Animation | nothing | Save the contents of the cache as XML data. This contents represents all the motion, deformation, and fracture data of the DMM objects in the DMM scene. (all simulated objects)
Export to Cobra | nothing | Create a scene file, materials file, set of vtm (tetrahedral mesh) files, and set of surface mesh files for the current scene. Only DMM objects are exported.
Preferences... | nothing | Bring up the DMM preferences window. For more on this, see below.

Path to Material Library | Location of the DMM Physical Material library files
Path to Splinter Images files | Folder where the bitmaps that can be used to make splinter cages are located
Don't verify polymesh before creating DMM Object | Disable the polymesh verification before using it for a DMM Object. Disabling mesh verification is not recommended.
Switch DMM library to... | Pressing that button will have Maya to switch between the middleware and the cinematic version of the plugin. Most likely a window will show up asking you to restart Maya

Next: DMM Commands