2009

Objects in the Simulation To exclude objects from the simulation (assuming
Include is chosen), select objects from the list on the right, then use the <
button to move them to the list on the left.
Exclude/Include Choose whether the simulation will exclude or include the
objects named in the list on the right. If you choose Exclude, only objects in
the list on the left are included in the simulation.
All/None/Invert Affect the list on the left. All selects all objects, None deselects
all objects, and Invert selects unselected objects and deselects selected objects.
Display Subtree Turn on to indent the list according to the object hierarchy.
Case Sensitive Turn on to use case sensitivity when searching for object
names.
Select Subtree Selects all objects in a hierarchy at the level you click and
below.
Selection Sets Displays a list of named selection sets. Choosing a selection
set from this list selects those objects in the Scene Objects list.
Clear Clears all entries from the Exclude/Include list on the right.
Skin Utilities
Utilities panel > More button > SkinUtilities
Skin Utilities provide a method for copying skin data (envelopes and vertex
weights) from one model to another. Skin Utilities work by embedding the
skin data in a copy of the source mesh, then using the object copy to map the
data onto the target mesh.
To use Skin Utilities, you must have two meshes to which the
Skin modifier
on page 1672 has been applied, both in the current scene. You must have already
assigned bones to the Skin modifier for both meshes.
NOTE Skin Utilities work by matching bones from one character to another, so
the task of copying the skin data will be greatly simplified if you name the bones
in each mesh with similar naming conventions.
Skin Utilities | 3875