Yeah, stock dynamics in Maya rock, I know. Too bad I only have Max and Reactor. At least the RB/SB stuff is good, but Rope and Cloth occasionaly get wadded up and thrown out of the scene (literally, it has screwed up SO many scenes for me)
Anyway, as for setting up the deflection modifer, how do I specify the sub-object level? Do I do a Mesh Select and then do the space-warp bind?
My next effort is going to be to see if objects with thickness (so the normals can be single sided and still work!) and from different sources (MAX primitives, ACIS solids, AutoCAD meshes . . .) behave differently. I think that QuadPatches behave slightly odd in a lot of situations, so it might do some good.