OK.
I got the rotation to finally work. Even though I would not like to have to this every time.
The Mash connection and the instancer connection have to be made to the same
instanceData[X].instancePointData
otherwise it doesn't work.
Also once you connect
nParticleShape1.instanceData[0].instancePointData
to
MASH.inputPoint
the instancer portion of the nParticle Shape become grey. So no more changes can be made unless the connection
nParticleShape1.instanceData[0].instancePointData
to
MASH.inputPoint
is first broken.
So there is a "solution" for rotationPP but it so non direct that it make me wonder if MASH is the good alternative that it is pretending to be. It would be good to further develop nParticles to make them more ergonomic than to throw MASH into the mix and pretend that it works. This solution is not a good solution. It does not make MAYA better. I am assuming that that's the objective.
Now how can you drive
MASH scale
with the
radiusPP
or a
custom vector scalePP?
Or does that require more of the same bizarre under the hood re-wiring?
I am trying to stay away from this kind of workflow because I have had enough of it over time. For simple things it should not be necessary to this kind of stuff unless we are trying to make the workflow as annoying and tedious as possible for every old and new customer withe every possible everyday task.
It's all about productivity.
I would hope for some input from a MASH developer on this.
Ian Waters?
or a Maya developer.
These kind of user devised workarounds are what have gotten us where we are. In a bad place in my opinion. Where every task takes for ever. Not only does it take to much time to implement (or write another script to automate it), but it take much too long to hunt down these solutions. Using Maya is not a hobby for most people. They have to get things done on a timely fashion.