Forum: Autodesk Maya
Posted By: NickJoll
Post Time: 08 August 2018 at 08:32 PM
Text:
I am going through the MASH toolkit features one by one trying to see what it can do and hopefully find it useful. It looks like it has a lot to offer.
I was playing around with the MASH Blend Node.
I create a flat plane.
Duplicated it.
Offset the duplicates vtxs upwards.
Applied the "MASH Blend" on the first plane.
Connected the second one as a target.
Applied a "falloff object" to animate a wipe-on of the blend.
Unfortunately I started noticing some *spikes* where the "smooth" wipe-on was suppose to happen. Like some vertices were not being affected properly by the "falloff object".
I tried it with some slightly more complex models.
Like a Cube that was **Polysmoothed**.
Duplicated and modified the shape a bit just like the plane in the previous example.
Applied the "MASH Blend" on the first Cube that was **Polysmoothed**.
Connected the second modified Cube as a target.
Applied a "falloff object" to animate a wipe-on of the blend.
Again random spikes!!
Tried it on a sphere and it worked...
I went back to the cube test, deleted all history. Did a **REORDER** of the vertices on both BASE and target.
Applied the "MASH Blend" and "falloff object" again.
Got *less spikes* but again it was still *NOT perfect*.
Tried all of the above with a "Map Helper" poly-plane and "UV mode" instead of a "falloff object" and this way it worked.
These issues occur in Maya 2017.4 and 2018.3. So it looks like it not a new issue.
It looks like there is a pretty obvious BUG with the MASH Blend Deformer when used with a "falloff object". It only works in simple spheres or similar smooth primitive without scattered vtx order (such as what you get when you apply a polysmooth for example) from what I have tried so far.
The documentation with MASH is not the greatest. It is a bit incomplete and in certain parts it is inaccurate from what I can tell. Which is not very encouraging. I really hope it's not more of the same of what Maya provides.
Posted By: NickJoll
Post Time: 08 August 2018 at 08:32 PM
Text:
I am going through the MASH toolkit features one by one trying to see what it can do and hopefully find it useful. It looks like it has a lot to offer.
I was playing around with the MASH Blend Node.
I create a flat plane.
Duplicated it.
Offset the duplicates vtxs upwards.
Applied the "MASH Blend" on the first plane.
Connected the second one as a target.
Applied a "falloff object" to animate a wipe-on of the blend.
Unfortunately I started noticing some *spikes* where the "smooth" wipe-on was suppose to happen. Like some vertices were not being affected properly by the "falloff object".
I tried it with some slightly more complex models.
Like a Cube that was **Polysmoothed**.
Duplicated and modified the shape a bit just like the plane in the previous example.
Applied the "MASH Blend" on the first Cube that was **Polysmoothed**.
Connected the second modified Cube as a target.
Applied a "falloff object" to animate a wipe-on of the blend.
Again random spikes!!
Tried it on a sphere and it worked...
I went back to the cube test, deleted all history. Did a **REORDER** of the vertices on both BASE and target.
Applied the "MASH Blend" and "falloff object" again.
Got *less spikes* but again it was still *NOT perfect*.
Tried all of the above with a "Map Helper" poly-plane and "UV mode" instead of a "falloff object" and this way it worked.
These issues occur in Maya 2017.4 and 2018.3. So it looks like it not a new issue.
It looks like there is a pretty obvious BUG with the MASH Blend Deformer when used with a "falloff object". It only works in simple spheres or similar smooth primitive without scattered vtx order (such as what you get when you apply a polysmooth for example) from what I have tried so far.
The documentation with MASH is not the greatest. It is a bit incomplete and in certain parts it is inaccurate from what I can tell. Which is not very encouraging. I really hope it's not more of the same of what Maya provides.