You’re welcome, JVerdugo.
The Xpresso set up is based on the idea that every clone has an individual ID normally (there are exceptions!) This object ID [index] is used for the dynamic as well for the weight.
To transfer the weight, you need first to get that data. This is done via Dynamic Tag to the Dynamic Body State, with the out put of the “Mass”.
The Weight Tag is read out by the MoGraph Weight Node (not the Vertex Map Node!)
Both need an Iteration node to go through the clones and here the ID counts, starting with zero and ending with the total number minus 1.
Since the Mass is not normalized, as in max =1, we need to set with a Range Mapper the upper input, to reduce the max to 1 and have so a quick normalization. So we have Weigh values always between 0-1.
To get the max mass, you could estimate the largest bounding box of a clone, note that the mass is expressed in cubic meter, hence my example 100cm*100cm*100cm, which resulted in one cubic meter.
Another way is, to disconnect the iteration and dial through the index of the Dynamic Body State node. Based on set the Collision in the Dynamic tag to All and with a density to one, while the scene played at least for a frame.
This Weight Tag can be then used in an Effector for example.
Xpresso: [screen shot]
https://www.amazon.com/clouddrive/share/796ra6LMdp9WhYRZs1QUnQNOosN1jom1kF864ItngtF
… and example that shows a change in color based on mass.
Scene file
https://www.amazon.com/clouddrive/share/cEAPyLtNo8oQCXzaTRrouHBDh8IbpEXbDDPGFx2xCRw
Please let me know if there is any other question, I’m happy to look into it.
You could go even further and change the mass by just painting it into a weight-map:
Scene file
https://www.amazon.com/clouddrive/share/iJNY5Iuofy7wSThjo96yPXEjsjCYPxdjpmAjZWa4UhH
Which hints the idea, to combine, the volume information and the mass into a weight related idea (which would be wrong if the Fracture is seen a one and the same material, but for art direction we might take advantage of the exaggeration.
All the best