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    <title>topic Re: MASH - handeling a complex mesh in Maya Animation and Rigging Forum</title>
    <link>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/mash-handeling-a-complex-mesh/m-p/8376674#M15324</link>
    <description>&lt;P&gt;Wow, thank you!&lt;/P&gt;&lt;P&gt;that was a better reply than i could have ever hoped for and definitely solves my problem (and opens up new doors with this tools for me)&lt;BR /&gt;&lt;BR /&gt;&lt;/P&gt;&lt;P&gt;I'm going to dive into this now, i'll let you know how it goes!&lt;/P&gt;</description>
    <pubDate>Fri, 02 Nov 2018 15:52:19 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2018-11-02T15:52:19Z</dc:date>
    <item>
      <title>MASH - handeling a complex mesh</title>
      <link>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/mash-handeling-a-complex-mesh/m-p/8374021#M15322</link>
      <description>&lt;P&gt;&lt;SPAN class="mceItemHidden"&gt;I'm working on a project where &lt;SPAN class="hiddenGrammarError"&gt;i&lt;/SPAN&gt; need to have a town plan rise from the ground in a wave motion. I would think that MASH is the perfect tool for that.&lt;/SPAN&gt;&lt;BR /&gt;&lt;BR /&gt;I have extracted my geometry from a .AI file of some town plans,&amp;nbsp;ran the clean-up operation and triangulated the mesh.&lt;/P&gt;&lt;P&gt;&lt;SPAN class="mceItemHidden"&gt;I tried to use the "explode mesh" procedure but constantly strand on this error // Error: Invalid geometry, cleanup required: &lt;SPAN class="hiddenSpellError"&gt;buildings3Shape&lt;/SPAN&gt; //&amp;nbsp;&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;SPAN class="mceItemHidden"&gt;the &lt;SPAN class="hiddenSuggestion"&gt;final product&lt;/SPAN&gt; will be a heavily populated area (a lot bigger than this example) and needs &lt;SPAN class="hiddenGrammarError"&gt;to be&lt;/SPAN&gt; &lt;SPAN class="hiddenSuggestion"&gt;accurate&lt;/SPAN&gt; and loyal to real world plan&lt;/SPAN&gt;&lt;SPAN class="mceItemHidden"&gt;s so there is no way for me to generate the buildings &lt;SPAN class="hiddenSpellError"&gt;procedurally&lt;/SPAN&gt;.&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;BR /&gt;Any ideas on how to approach this task?&lt;BR /&gt;&lt;BR /&gt;&lt;SPAN class="mceItemHidden"&gt;&lt;SPAN class="hiddenGrammarError"&gt;Ill&lt;/SPAN&gt; leave a screenshot of the model here, &lt;SPAN class="hiddenGrammarError"&gt;i&lt;/SPAN&gt; hope &lt;SPAN class="hiddenGrammarError"&gt;i'm&lt;/SPAN&gt; clear enough on my problem.&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Thu, 01 Nov 2018 15:43:26 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/mash-handeling-a-complex-mesh/m-p/8374021#M15322</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2018-11-01T15:43:26Z</dc:date>
    </item>
    <item>
      <title>Re: MASH - handeling a complex mesh</title>
      <link>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/mash-handeling-a-complex-mesh/m-p/8376065#M15323</link>
      <description>&lt;P&gt;Hello, there are several ways to do that in Mash.&lt;BR /&gt;An explode node might not be the best solution since it breaks every face of your geometry, and assigns a Mash point to each face, so you will end up with millions of faces.&lt;BR /&gt;You should prepare your geometry with all of your buildings separated and clean with centered pivots.&lt;BR /&gt;you can select them all and put them into a &lt;SPAN&gt;Mash&lt;/SPAN&gt; setup.&amp;nbsp; (If the buildings are really a lot, you can think of layering your setup in areas, and build the effect one area at the time.)&lt;BR /&gt;once you have the Mash setup, go to the Distribute node and change to distribution type into "initial State"&lt;BR /&gt;This way the Mash point will snap to the initial state of your buildings.&amp;nbsp;&lt;BR /&gt;Now you need an id node to assign each point to your different buildings.&lt;BR /&gt;You should see now a reproduction of your city as a&lt;/P&gt;&lt;P&gt;Mash setup.&lt;BR /&gt;Now you can add an offset node for example and animate the scaleY.&amp;nbsp;&amp;nbsp;&lt;BR /&gt;If you animate the random strength attribute of the offset node, your buildings should randomly grow from o to the actual size.&lt;BR /&gt;&amp;nbsp;If you want, as you said, some sort of wave as a growing motion, you have to solve a little problem:&lt;BR /&gt;This comes from the fact that your buildings&amp;nbsp;do not have world&amp;nbsp;transformations values.&lt;BR /&gt;Their transformations are frozen with default values and Mash will consider only the pivot point at the center of the world for all of them.&lt;BR /&gt;This means that if you create a texture or a falloff object for the weight of the offset node, it won´t work as you expect.&lt;BR /&gt;To work properly, Mash needs to know each world transformation of every building and this means that you need a trick to bake the world transformations to your buildings.&lt;BR /&gt;For this I wrote a simple script:&lt;BR /&gt;&lt;BR /&gt;&lt;/P&gt;&lt;P&gt;string $selection[] = `ls -sl`;&lt;BR /&gt;string $tempConst = "temp";&lt;BR /&gt;&lt;BR /&gt;for ($obj in $selection)&lt;BR /&gt;{&lt;BR /&gt;string $loc[] = `spaceLocator`;&lt;BR /&gt;pointConstraint -offset 0 0 0 -n $tempConst -weight 1 $obj $loc[0];&lt;BR /&gt;delete $tempConst;&lt;BR /&gt;parent $obj $loc[0];&lt;BR /&gt;makeIdentity -apply true -t 1 -n 0 -pn 1 $obj;&lt;BR /&gt;parent -w $obj;&lt;BR /&gt;delete $loc[0];&lt;BR /&gt;}&lt;BR /&gt;}&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;If you select your&amp;nbsp;buildings and run this script, every building will get world transformations values,&lt;BR /&gt;After that, you can redo the previous steps of the Mash setup and you will be free to map textures on Strength&amp;nbsp;values and add falloff objects.&lt;BR /&gt;I attached two examples, one with the first simple method, the second after baking the global values.&lt;BR /&gt;Cheers,&lt;BR /&gt;D&lt;BR /&gt;&lt;BR /&gt;&lt;/P&gt;</description>
      <pubDate>Fri, 02 Nov 2018 12:14:31 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/mash-handeling-a-complex-mesh/m-p/8376065#M15323</guid>
      <dc:creator>dinofiguera</dc:creator>
      <dc:date>2018-11-02T12:14:31Z</dc:date>
    </item>
    <item>
      <title>Re: MASH - handeling a complex mesh</title>
      <link>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/mash-handeling-a-complex-mesh/m-p/8376674#M15324</link>
      <description>&lt;P&gt;Wow, thank you!&lt;/P&gt;&lt;P&gt;that was a better reply than i could have ever hoped for and definitely solves my problem (and opens up new doors with this tools for me)&lt;BR /&gt;&lt;BR /&gt;&lt;/P&gt;&lt;P&gt;I'm going to dive into this now, i'll let you know how it goes!&lt;/P&gt;</description>
      <pubDate>Fri, 02 Nov 2018 15:52:19 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/mash-handeling-a-complex-mesh/m-p/8376674#M15324</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2018-11-02T15:52:19Z</dc:date>
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