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Mash maya 2017
Mash maya 2017






mash maya 2017
  1. #Mash maya 2017 update
  2. #Mash maya 2017 full
  3. #Mash maya 2017 code

Snap the position of the falloff node to the last control in the chain along with making it a child of that last control. Right-click within the ‘Falloff Objects’ list and click ‘Create’. Select the ‘MASH_Python’ node in the editor and expand the ‘Falloff Object’ dropdown.

#Mash maya 2017 code

Before we get to the actual code, we also need to place a falloff node, which the code uses to drive the amount of influence on each point in the system. This should place a ‘MASH_Python’ node above the distribute node. Select the top MASH node in the editor and click ‘Python’ and ‘Add Python Node’.

mash maya 2017

Now we can go ahead and add in the Python node to the system. The newly displayed points should line up with the specified rig controls. That can be found by selecting the top MASH node in the editor, and within the ‘Add Utility’ dropdown, click ‘Points’ and ‘Add Points Node’. To verify that the points in the system are placed where we expect, add a ‘Points’ utility for debugging purposes. Select all of the rig controls and middle mouse drag from the outliner to the ‘Initial Transforms’ list. Next, expand the ‘Initial State’ dropdown. Set the ‘Distribution Type’ to ‘Initial State’, as we’re going to have the control rig drive the initial point position. Select the MASH_Distribute node and set the ‘Number of Points’ to match the number of controls (in this case ten). This will create the MASH node and the Distribute node. From the MASH menu (within Animation) open the MASH editor, and from the Create menu, choose ‘Create MASH Network’. The first thing to do is to create a new MASH network. But the same principle could apply to any part in your character rig: a ponytail, an actual tail, cloth, wings, etc… In this example, I’m just using a basic FK rig with ten links in the chain. I haven’t confirmed that these instructions work or are exactly the same in 2018/2019.

#Mash maya 2017 update

NOTE: This was all done in Maya 2017 Update 5. Well, turns out it can! I got back into it last week and did a test which got a good amount of interest on Twitter, so I decided to do a quick (and probably a bit dirty) writeup on the subject. It got me wondering if a MASH network could be used in a character rig to drive some dynamic motion where needed.

mash maya 2017

#Mash maya 2017 full

Ian Waters’ channel is full of great stuff. One path led me down watching some MASH videos on YouTube. A few months ago, I was doing some research into solutions for automating some secondary motion on our characters.








Mash maya 2017