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Mash local transformation

16 REPLIES 16
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Message 1 of 17
Anonymous
2445 Views, 16 Replies

Mash local transformation

Hello, 

is there a way to make mash use local transformation, instead of world transformation?

 

I have imported some objcts that came in their right position i wanted to use the expolde node, to make they grow using a falloff, but the problem is that all the transformation originates from the world center.

16 REPLIES 16
Message 2 of 17
pshwayka
in reply to: Anonymous

Hi Giorgio,

I haven't worked with the explode node much, but have you tried doing a Modify->Freeze Transformations on your imported objects before you apply the MASH node?

Message 3 of 17
Anonymous
in reply to: pshwayka

Hello, pshwayka!

 

Yes i tried that, but all the transformation happens in relation to the world coordinate. I also tried that trick, grouping the objetc, it did not work. 

 

Thank you!

Message 4 of 17
Anonymous
in reply to: Anonymous

Btw, that problem occurs not only with the explode node. I think its kinda of a limitation of mash plugin?!..
Message 5 of 17
pshwayka
in reply to: Anonymous

Okay...I had a few minutes to play around with this. I see what you mean. The only way I found to make an explosion local to an object away from the origin was to create the explosion at the origin and then move it to another location in the scene.

Sorry...I know that's not the workflow you wanted to use. Smiley Frustrated

Message 6 of 17
Anonymous
in reply to: pshwayka

Yes, and thats the problem!! Actually to make this work, we need to "rebuild" the scene completly 😞

Message 7 of 17
giorgioadolfoQPPNU
in reply to: Anonymous

Ok, i ve got the solution from Ian Waters, its simple, just bake the pivot point befora you create the mash network!!

Message 8 of 17

Nice!  Right from the chap who created it.  Thanks for posting the solution.  I am really wanting to get into using MASH so it's good to know some of the gotcha's first.

Message 9 of 17

Strange...I can't get that to work. I've imported a basic poly sphere that was saved in a position away from the origin, and if I bake the pivot and create the MASH network, it jumps back to the origin. Am I missing something?

Message 10 of 17
slimboJoe
in reply to: pshwayka

It's weird that the solution came from a NEW MEMBER with a vary similar name to the original poster.  What's up with that?

Message 11 of 17
pshwayka
in reply to: slimboJoe

Ha! I didn't even notice that...good eye.

Interested to see if the solution works for the OP.

Message 12 of 17

I have 2 accounts here, and i forgot to login with the orinal account from the original post.. I am sorry!

 

To make this work, you need to use the inial state mode. 

 

 

Message 13 of 17

I figured it was something like that.  Thanks for the update.  Let's see if pshwayka get's that to work.

Message 14 of 17

Ahhh...much better. Thanks!

Message 15 of 17

FWIW....I'm finding that if I use the initial state mode without having baked the pivot before creating the MASH network, the explosion seems to work just fine. Have you tried that? (Sorry to bother you again.)

Message 16 of 17

Yes i tried that, but all the transformations were related to the center world. And after baking the pivot, they were local. Another thing i noticed, is that after you bake the pivot, create the mash net work, theres no way to change the pivot and bake it again, it will mess all the transforms. So you need to delete the mash network, change the pivot were you want, bake it, and create the mash network. 

Message 17 of 17
maxmax003
in reply to: Anonymous

Hey I just created a sphere, then with a cube a created a mash network and used the sphere as a mesh, then added and audio node, I want the cubes to go away from the normal with the audio, but theys just go up in y, I checked the local transform, but doesnt seem to work, any ideas?, I have all baked and freezed transforms, I even grouped the cube. thansk

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