Hi Dino,
Thanks so much for that workflow, it was extremely helpful. I did get it to work, although I'm not sure in the way you intended. This is how I did it:
1. you create the initial Mesh distribution of your MASH objects onto the geometry where you temporarily deactivate the deformation.
So, I deformed my sphere with an animated squash deformer and then converted it to soft body particles to give jiggle. I'm not sure what you mean by 'temporarily deactivate the deformation', so I just did everything on frame 1. I then distributed the MASH objects on this deforming sphere.
2. now you go to MASH utilities and choose generate Mesh from mash points.
this will create a weird mesh that connects all mash points.
Did this, all good
3. in the distribute node, change the mesh target to this newly generated mesh and the distribution method to vertices.
Again, all good.
4. add this new mesh to the deformers so that it deforms the same way of your original mesh
As explained above, I'm not really sure what you mean by this. What I did was go into the node editor, select input and output connections on the squash deformer, disconnect the original animated sphere from the particleShape node and connected the newly generated mesh to the particleShape node. The MASH objects then followed the animated deformation and also jiggled nicely. On the MASH distribute node, I changed the distribution method to random vertex, so the MASH objects were randomly distributed, instead of symmetrical.
If you could please confirm whether this is the correct approach, I would very much appreciate it.
Thanks so much and best wishes,
Maja