MASH network made from existing objects

MASH network made from existing objects

katvargas
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Message 1 of 9

MASH network made from existing objects

katvargas
Contributor
Contributor

Is it possible to use meshes/models that are already in position and convert them to MASH?  Situation: I have a character made of small pieces that need to build into the character.  The small pieces are not geometric like spheres or cubes, but more complex shapes.  In my mind, this could be achieved with MASH (using transform or random) and a falloff object.  Is this possible or is there another way that I'm missing?  Thanks in advance!

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Message 2 of 9

sepu6
Advisor
Advisor

I'm not sure if I understand your question completely. But you probably want to use the explode node from Mash

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Message 3 of 9

katvargas
Contributor
Contributor

Thanks for the reply, I'll try that as soon as I get a chance.  I have a rigged character made up of many different pieces that need to build over time as the character as it is animating.  Can't share a photo and I have no authority to alter the character in any way, so I need to work with what I have.  

 

*EDIT:  No, the Explode node did not work for me, the faces/verts of the geometry exploded rather than the whole pieces of geometry.  

 

Also, it seems like when I create the MASH network out of the pieces of the character, MASH creates one solid piece of geometry and the pieces no longer follows the animated character.  The character is made of bricks and needs to build as it's animating.  I was using MASH network, ID node, and Random node to spread out the bricks, but they don't follow the character anymore as it animates once I do that.

 

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Message 4 of 9

sepu6
Advisor
Advisor

Any chance that you can share the file? 

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Message 5 of 9

katvargas
Contributor
Contributor

Unfortunately, it's for a work project so I can't share the file or stills.  But think of it as something like Iron Man walking while pieces of his suit fly in from off-screen to build up his suit.  Still haven't found a solution.  

 

When I convert pieces of the rigged character to a MASH network, they no longer follow the character as it becomes one combined mesh object.  

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Message 6 of 9

sepu6
Advisor
Advisor

I see, then you need to set up the mash network distribution type as an initial state, you will still need the ID for each piece to go where it is supposed to. 

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Message 7 of 9

katvargas
Contributor
Contributor

Thanks for responding!  I created the MASH network with Initial State and used the ID Node for the character pieces, which pops them into their correct position. But then the MASH network pieces no longer follow the rigged character.  That's where I'm a little stuck.  

 

I need to animate something like 100 pieces, so my goal is not to do it by hand or turning objects on-and-off.  🙂

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Message 8 of 9

sepu6
Advisor
Advisor

You need to create a rest position of your pts then transfer them into the animated character. There is a workflow for this through Mash. Without looking at a file or something is difficult to help. 

Also, this would be a lot easier in Bifrost btw

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Message 9 of 9

katvargas
Contributor
Contributor

Apologies for not being able to share the actual file, NDA's and all sadly.  I guess I will play around with either Mash or Bifrost to see if this is achievable and see if I can incorporate your suggestions.  It's basically a character made of specific blocks that needs to construct while animating.  I hadn't considered Bifrost, mostly because I don't have experience with it.  My coworker was able to achieve what I needed using my animated character exported as an alembic in C4D, but I'd rather do it next time in Maya if it's possible, just to have control over the animation on my end.  

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