---
title: MakeDynamic
description: "![](https://ariserigging.com/wp-content/uploads/2026/05/image-320.png) Add dynamic joints on top of the node joints, which can be simulated. [[**MakeDynamic Video Tutorial**](https://youtu.be/tDl2y0irYzY?si=9MLAUDyCPv2JiiuM)] Attributes: - **'Switch Skinning Tag'** - Transfer the skinning tag from the original joints to the new dynamic joints. Some attachments use tagged skinning…"
url: "https://ariserigging.com/docs/attachments/makedynamic/"
updated: "2026-05-13"
category: Attachments
---

# MakeDynamic

![](https://ariserigging.com/wp-content/uploads/2026/05/image-320.png)

Add dynamic joints on top of the node joints, which can be simulated.
[[**MakeDynamic Video Tutorial**](https://youtu.be/tDl2y0irYzY?si=9MLAUDyCPv2JiiuM)]

Attributes:

- **'Switch Skinning Tag'** - Transfer the skinning tag from the original joints to the new dynamic joints.
  Some attachments use tagged skinning joints in their logic.
  For example, 'MakeDynamic' and '[**FollowSkeleton**](https://ariserigging.com/docs/attachments/followskeleton/)' create their joints only for skinning-tagged joints.
  Also, they are used to select joints in Arise's '[**Helper Tools**](https://ariserigging.com/docs/elements/helper-tools/)'.
  For more information about [**Skinning Joints**](https://ariserigging.com/docs/elements/skinning-joints/).
- **'Enable Joints Color'** - Enable changing the color of the new dynamic joints.
- **'Joints Color'** - Specify the color of the new dynamic joints.
- **'Dynamic Joints' **-
  - 'create_dynamic_joint' - which joint will get a dynamic joint.
  - 'parent_joint' - specify its parent in the chain. 'None' means a top parent joint.
    One node can have several dynamic chains, but each chain must have at least three joints. Also joints cannot share the same parent_joint.
- **'Reset Changes'** - Remove any changes to the above 'Dynamic Joints' table.
- **'Sim Ctrl Parent'** - This attachment creates a 'simulation_ctrl'; here, you specify under which ctrl to parent it.
- **'Sim Ctrl Offset'** - Offset position of the simulation ctrl from its ctrl parent.
- **'Create a Nucleus Node'** - A connivance button to create a nucleus node in the Maya scene. Does not get deleted on cleanup or recreated on build.
- **'Connect To Nucleus'** - Displays a dropdown of all the nucleus nodes in the Maya scene. Choosing any will connect the simulation system to that nucleus node which enables collisions (Read more below).

![](https://ariserigging.com/wp-content/uploads/2026/05/image-321.png)

Settings on the 'simulation_ctrl':

- **'Enable Dynamics'** - By default off, the animator can choose when to turn it on.
- **'Display Sim Curves'** - Display the curves driving the simulation.
- **'Point Lock'** - Where the curve driving the simulation is attached. 'No Attach', 'Base', 'Tip' 'BothEnds'.
- **'Start Frame'** - Simulation start frame. (If using a nucleus, will not appear)
- **'Anim Follow Base Pos'** - Control the starting position along the curve from which the 'anim follow base' falloff starts.
- **'Anim Follow Base'** - How much does the base of the simulation curve follow the original animation.
- **'Anim Follow Tip Pos'** - Control the position along the curve to which the 'anim follow tip' affects.
- **'Anim Follow Tip'** - How much does the tip of the simulation curve follow the original animation.
- **'Anim Follow Damp'** - The damp applied to following the original animation.
- **'Mass'** - Weight of simulation curve; high values will cause it to act more like a metal chain.
- **'Damp'** - Affects how the simulation curve bends and stretches.
- **'Stiffness'** - The amount the simulation curve flex with regard to the rest position.
- **'Turbulence Intensity'** - Simulates wind; off by default.
- **'Turbulence Frequency'** - The scale of the wind.
- **'Turbulence Speed'** - Rate at which wind pattern changes over time.

For more info: [Maya's docs](https://help.autodesk.com/view/MAYAUL/2018/ENU/?contextId=NODES-HAIRSYSTEM)

**Core**:
This attachment works by creating a curve with CVs attached to each joint.
Then create a hair simulation system for that curve.
Then finally, have the new dynamic joints follow the simulated curve.

**Collisions**:
With the release of version *1.03.00*, MakeDynamic now supports collisions by connecting to a nucleus node in the Maya scene.

To add collisions, follow these steps:

1. Find the nucleus node in the dropdown attribute '*Connect To Nucleus*' on the MakeDynamic attachment. If there is no nucleus node in the scene, you can create one by using the '*Create a Nucleus Node*' button located above the dropdown.
   ![](https://ariserigging.com/wp-content/uploads/2026/05/image-322.png)[https://s3.amazonaws.com/cdn.freshdesk.com/data/helpdesk/attachments/production/69080646508/original/PROADVYMIY3iRzl7mumbFxoux6_C5MhcoQ.png?1688166187](https://s3.amazonaws.com/cdn.freshdesk.com/data/helpdesk/attachments/production/69080646508/original/PROADVYMIY3iRzl7mumbFxoux6_C5MhcoQ.png?1688166187)
2. Rebuild your node. This step will connect the simulation to the nucleus node.
3. To add a mesh as a collider, In Maya, navigate in Maya to the 'FX' menus and then select 'NCloth'>'Create Passive Collider (Options)'.
   ![](https://ariserigging.com/wp-content/uploads/2026/05/image-323.png)[https://s3.amazonaws.com/cdn.freshdesk.com/data/helpdesk/attachments/production/69080646546/original/CQ0phR5bePQD9YbigG9KoaEOu-1G6ltm9A.png?1688166242](https://s3.amazonaws.com/cdn.freshdesk.com/data/helpdesk/attachments/production/69080646546/original/CQ0phR5bePQD9YbigG9KoaEOu-1G6ltm9A.png?1688166242)
4. In the options window, choose the appropriate nucleus node, select the collider mesh, and click 'Make Collide'.

By following these steps, you can easily set up collisions with MakeDynamic.

Notes:

- To prevent potential playback issues, verify that Maya’s Evaluation Mode is set to '**Parallel**'.
- You can transfer skinning to the new dynamic joints using the [**'Transfer Weights Tool'**](https://ariserigging.com/docs/elements/helper-tools/).
- This attachment creates dynamic joints only for joints with 'skinning_tag'.
- A node can have multiple dynamic joint chains, for example, the fingers node can simulate each finger. Since a joint can only be part of one simulation joint chain, the same 'parent_joint' value cannot be shared by more than one joint value.
- When 'create_dynamic_joint' for a joint is unchecked, other joints will still have it listed as an option in the 'parent_joint' dropdown. Choosing that joint as a 'parent_joint' will instead result in it becoming a top joint.
- When using a nucleus node, the 'Start Frame' will be managed by it and won't appear on the 'simulation_ctrl'.

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