MASH mesh distribution and merge issues

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Steve Davy

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Mar 2, 2017, 7:26:34 PM3/2/17
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Trying something a little ambitious here, which is to to use an animated mesh as the input for a MASH network. Coming across two problems.


1) It's a simple walk cycle but the character geo is relatively heavy and complex with no easy to way to clean it up (at least at this stage there is no time to do that). The mesh distribution mostly works fine set to Scatter, but there are certain frames where all the points suddenly cluster in one spot, then redistribute again properly on the next. I don't know what's causing this -- any suggestions? I've cached the geo, slowed down the animation and tried a few other things but to no avail.


2) I then also want to create a second network and merge it with the first. A simple merge also works fine, but I want to also incorporate a falloff object to "build" the character from the feet up by animating the falloff object travelling up the character. This is very much like Ian's  "FORM" tutorial here:


https://vimeo.com/165847463


Substitute the text for my walking character and you've basically got the effect I want. However, I'm currently unable to get this to work properly, with points merging well outside of the falloff object and generally just making a bit of a chaotic mess.


I realizing I may be pushing the envelope here and/or there may be reasons the falloff in particular is never going to work, but hoping someone can at least let me know if this is possible!

Using Maya 2016.5.

MASH's Merge node allows you combine multiple MASH networks to add further complexity to your animations.


Hernan S

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Mar 2, 2017, 8:47:19 PM3/2/17
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it should work actually, Mash can handle that easily.
Here a quick example.

Gif

and a simple maya file
Having a falloff coming form the feet up, just make sure to parent the falloff to the character.
walkingMerge.ma

Steve Davy

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Mar 3, 2017, 3:09:25 PM3/3/17
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That's the basic setup I've been using. Can't test your Maya scene though -- looks like this is a 2017 file and I'm on 2016.5. MASH works a bit differently in 2017. No Repro nodes in 2016.5.




From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of Hernan S <hernan.s...@gmail.com>
Sent: Thursday, March 2, 2017 5:47 PM
To: maya_he3d
Cc: stevi...@hotmail.com
Subject: [maya_he3d] Re: MASH mesh distribution and merge issues
 
it should work actually, Mash can handle that easily.
Here a quick example.

Gif

and a simple maya file
Having a falloff coming form the feet up, just make sure to parent the falloff to the character.


On Thursday, March 2, 2017 at 4:26:34 PM UTC-8, Steve Davy wrote:

Trying something a little ambitious here, which is to to use an animated mesh as the input for a MASH network. Coming across two problems.


1) It's a simple walk cycle but the character geo is relatively heavy and complex with no easy to way to clean it up (at least at this stage there is no time to do that). The mesh distribution mostly works fine set to Scatter, but there are certain frames where all the points suddenly cluster in one spot, then redistribute again properly on the next. I don't know what's causing this -- any suggestions? I've cached the geo, slowed down the animation and tried a few other things but to no avail.


2) I then also want to create a second network and merge it with the first. A simple merge also works fine, but I want to also incorporate a falloff object to "build" the character from the feet up by animating the falloff object travelling up the character. This is very much like Ian's  "FORM" tutorial here:


https://vimeo.com/165847463

MASH's Merge node allows you combine multiple MASH networks to add further complexity to your animations.


Substitute the text for my walking character and you've basically got the effect I want. However, I'm currently unable to get this to work properly, with points merging well outside of the falloff object and generally just making a bit of a chaotic mess.


I realizing I may be pushing the envelope here and/or there may be reasons the falloff in particular is never going to work, but hoping someone can at least let me know if this is possible!

Using Maya 2016.5.

MASH's Merge node allows you combine multiple MASH networks to add further complexity to your animations.


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Hernan S

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Mar 3, 2017, 3:17:00 PM3/3/17
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Hernan S

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Mar 3, 2017, 3:31:39 PM3/3/17
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There is not such as thing as 2016 extension 2 SP6 .... there is just 2016.5 which is Extension 2 SP1 so you have the latest. SP6 is before the extension 2. 
Yes Mash has changed from Ext2 to 2017 though want you want to do, still possible on that version. 
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