MASH export to FBX

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Jason Brummett

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Apr 17, 2018, 4:36:57 PM4/17/18
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Converting an Ecosystem from instance to repromesh, makes 1 polygonal geometry.  I'm not sure how to convert individual geometry to instances?

Anyone know what I"m missing?  Again in Xgen you can output a melscript that will essentially take your scatter and flag that tree1 through tree500 are instances and rebuild that way.  Thats how I've been exporting via FBX to MAX so that they can render eco systems and take advantage of Instancing.

Thanks for any help!

Jason

Steve Davy

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Apr 17, 2018, 4:52:14 PM4/17/18
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Bake instancer to objects?


It's under MASH > Utilities.




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Subject: [maya_he3d] MASH export to FBX
 
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Jason Brummett

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Apr 17, 2018, 5:17:02 PM4/17/18
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If you go to Stephen Roselle's youtube on Xgen workflow at 22:00 min in.  He shows how to output Xgen archives to an mel script in which you can indicate before export that you wish to keep instances of various geometry.

This is different from what I see in MASH in which converting from MASH_Instancer to a repromesh, makes non instanced geometry.  and I don't see how to export the MASH_Instancer directly to anything or convert that a baked solution that still keeps instancing.

e.g. if you have 3 objects you've used in an MASH node and have an ID node to show the 3 seperate geometries, then add a world node and assign to a plane.  You'll end up with a scatter that has 3 unique geometries from the id node. However I don't see how to convert that to a non mash controlled file that preserves the scattering but only has the original 3 shape nodes used for scatter.

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Jason Brummett

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Apr 17, 2018, 5:53:11 PM4/17/18
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Oops, here's link to youtube video I'm referring too.
https://www.youtube.com/watch?v=Ru0HNH8xRwM&t=1357s

Steve Davy

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Apr 17, 2018, 7:59:27 PM4/17/18
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There isn't a way to do that in MASH with standard tools that I'm aware of.


Is there a particular reason you need to maintain the instancing outside of the MASH network?




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Jason Brummett

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Apr 17, 2018, 9:04:37 PM4/17/18
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Yeah, because I need to send this out to MAX to be rendered in Redshift or Mental Ray and or UE4 on the other side. We are a mixed use company..It makes life hell sometimes.

Jason Brummett

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Apr 17, 2018, 9:06:42 PM4/17/18
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I'm hoping Ian can help me write a script to parse through geom and make it so.. Crossing everything I have.  I'll have to use Xgen unless I can get to that solution.  I tried converting to points too but it doesn't appear to help much for doing a simple replace afterwards for each points TRS.

Ian Waters

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Apr 18, 2018, 3:49:24 AM4/18/18
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Having this feature built in is coming soon. Until then you can make some simple changes to the bake script that will do this.

I’ll send you the instructions off list,
Best,
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Jason Brummett

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Apr 18, 2018, 9:50:26 AM4/18/18
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Excellent!  Not sure why this isn't the default as you can always convert instances to geometry but not the other way.

Gary Jaeger

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Apr 18, 2018, 10:24:08 AM4/18/18
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Any way you can do this *on list*?

Jason Brummett

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Apr 18, 2018, 11:53:00 AM4/18/18
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Running from home to work but just ran another simple workflow test.  Couldn't be happier to finally have this funtionality.  If you build a simple pfx tree and animate the tree wind param of the pfx brush, convert to poly, then take that poly and MASH with World node, then use the updated convert to instances.  The history isn't broken!  Woot.

BTW: Gary, i've not recieved anything off list.

Jason

Jason Brummett

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Apr 18, 2018, 11:56:57 AM4/18/18
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Here's a quick test of that in 2018.2
2018_MASH_BakeToInstances_PFX.ma

ryan harrington

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Apr 21, 2018, 5:55:19 AM4/21/18
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thanks for sharing your progress

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