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Maya mash problem

Maya mash problem

License.italy
Explorer Explorer
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7 Replies
Message 1 of 8

Maya mash problem

License.italy
Explorer
Explorer

Hello everyone,

 

i need your help an a very basic problem, or at least i think it is...

 

I've got a simple collection of object (let's say it is a plane made by cube)...I've created a mash by selecting all the cubes and i've set the Distribution Node on 'initial state' to recreate the initial positon of all the object and the ID Node has exactly the number of all the objects.

 

My ideas was to create a transformation node with a fallof object to animate sequentially all the object (let's say rotation and scale) but i can't find a way...when i change the rotation this append the the entire object instead on rotating all the single objects.

 

Where am i wrong? 

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Accepted solutions (1)
2,447 Views
7 Replies
Replies (7)
Message 2 of 8

dinofiguera
Collaborator
Collaborator

Hey,

You have simply chosen the wrong node to do that.

The transform node is used exactly to be able to move the whole mash setup around.
(for example, if you use a Mash set up as part of a rig, you can attach a controller to it via transform node,

so that the whole system follows)

To play around with a single object´s translation, rotation, and scale, you may want to use the Offset node instead.

Cheers

Dino

Message 3 of 8

License.italy
Explorer
Explorer

Hi Dino,

 

i've already tried to use the offset node but still nothing change...

 

As you can see in the project attached all the objects does not rotate in place, but the whole group is rotating.

 

Any suggestion?

 

tnx a lot

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Message 4 of 8

License.italy
Explorer
Explorer

...not sure the file was uploaded

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Message 5 of 8

dinofiguera
Collaborator
Collaborator

fammi dare un´occhiata 😉

Message 6 of 8

dinofiguera
Collaborator
Collaborator
Accepted solution

ok, I checked it out.

Your setup is correct, in fact, if you move the random strength value of the offset node, your objects will rotate independently. Here the problem is different: They seem to rotate all together because they are all rotating around the origin. They use the origin as rotation pivot point. The cause of this is not well explained in Mash but very important: you should not freeze the transformations of your objects when you move them to create your shape. All the pieces of your composition must have translation, rotation, and scale attributes so that if you zero them out, all of your objects are centered at the origin. Mash always uses the origin as a reference point, so it needs to have the coordinates of each object in order to calculate its pivot points in space.
Long story short: If you want to fix your scene, you need to:
Remove the actual Mash network,
Bake the global position of your objects (for this you need a script I´m afraid, or you have to bring each object to the origin, freeze its transformations and bring it back in position)

after this is done, you can rebuild your mash network and your objects will rotate around their center.
I have actually done this for you in the scene attached.
If this helped you, please accept it as a solution. 

Ciao ciao 🙂

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Message 7 of 8

License.italy
Explorer
Explorer
grazie! now i know where the problem was....at least! p.s. can't see the attachment
Message 8 of 8

dinofiguera
Collaborator
Collaborator

sorry, did not attach the file 😄

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