How do you avoid the taper/scale effect as the trails decay? i would like a constant scale on the trails being created , also when i apply the trail output Points to a new Mash network, say to use the trail effect to duplicate cubes on the trails vertex, these cubes also scale by the trail/time, i would like them to have a constant scale so that they disappear without scaling.
Hey there Ian, quick question for ya. Im trying to use trails to make a growing family tree sort of look. With one point branching into many. One of those many branching its own etc. Im running into an issue where when i make a second mash network and add trails, its creating the trails for the first mash network. Is there any workaround to having trails animating from different origin points? Your help would be so appreciated!
Oh dear that sounds like a bug - did you try restarting Maya? An interesting way to do this might be to use a series of world nodes with clusters (animated turning on).
Really appreciate the reply. Restarted Maya and tried on different computers as well - still the same unfortunately. I can see how using the world node would be great for this, but unfortunately there's a similar issue - when connecting a trails node (with connect to point), instead of the trails being generated to their individual parents, theyre ALL connecting to the origin. If this bug was fixed it would be the perfect way to generate this for this project. Im unsure of my approach now! Any other advice or guidance would be greatly appreciated
Ian why are certain fonts not able to work with MASH? I was working on an assignment for my animation class and there were plenty of typefaces that didn't want to work.
MASH + Type means you should be using the Instancer workflow (MASH network creation options - or convert it using MASH > Utilities > Switch MASH Geometry Type). Or Turn on deformable type which will triangulate the mesh. Basically the Repro node which creates MASH's geometry doesn't support holes (holes are just so, so slow to process).
hello .. i have been wondering something .. i love mash by the way .. maya need it something like that years ago..ok this is my question. there is some way to make the pivot point in the distribute node the same that the original object it came from.. i move the pivot point but it dosent makes any diference. sorry for my very bad english.
Hi Ian, thanks for the tutorial. I've been following along and for some reason in my Maya 2018 my graph editor doesn't show any keyframes. In my viewport the titel does move. I do have my type1 selected and it does show in the graph editor, but it just doesn't show anything. Do you know why this is?
I don't! When you navigate to the Type node in the Attribute Editor, click the 'Select' button in the bottom left of the Attribute Editor, do they show up in the graph editor then?
2. You smooth it with SDS (hit the 3 key, or use Arnolds build in subdivisions). Or you 2. Animate it more slowly, do an alembic cache, and then play the cache back at 2x speed.
Is it still possible to get nurbs curve output with the multicurve node like the older plug-in version of MASH? This would be greate for paintFX stuff. I mean this: vimeo.com/67561430
Sadly not, the trails node supports the creation of thousands of trails, this would be impossible with curves (currently Maya can't handle large numbers of curves). I hope we will be able to use curves for the tracer in the future.
5:42 where I can find mash setting???
change the distribution type from linear to mesh , then you can connect type letters into input connection
These Mash Tuts are great - Thank Ux
how you open that dialog by right click in 3d text
Hi, How each text character is assigned a key separately.
hi, can you teach how to render this? the trails are distorting when i try to render it.
Thank you Ian, Can those Mash effects be exported as an FBX into a game engine?
How do you avoid the taper/scale effect as the trails decay? i would like a constant scale on the trails being created , also when i apply the trail output Points to a new Mash network, say to use the trail effect to duplicate cubes on the trails vertex, these cubes also scale by the trail/time, i would like them to have a constant scale so that they disappear without scaling.
Adjust the taper graph.
thank you!, the menu was hard to see/find.cheers
There is a taper graph on the trails node, just roll it down.
Hey there Ian, quick question for ya. Im trying to use trails to make a growing family tree sort of look. With one point branching into many. One of those many branching its own etc. Im running into an issue where when i make a second mash network and add trails, its creating the trails for the first mash network. Is there any workaround to having trails animating from different origin points? Your help would be so appreciated!
Oh dear that sounds like a bug - did you try restarting Maya? An interesting way to do this might be to use a series of world nodes with clusters (animated turning on).
Really appreciate the reply. Restarted Maya and tried on different computers as well - still the same unfortunately. I can see how using the world node would be great for this, but unfortunately there's a similar issue - when connecting a trails node (with connect to point), instead of the trails being generated to their individual parents, theyre ALL connecting to the origin. If this bug was fixed it would be the perfect way to generate this for this project. Im unsure of my approach now! Any other advice or guidance would be greatly appreciated
Its this exact tutorial but needed for Maya instead! th-cam.com/video/Vq0xTT5ZFPU/w-d-xo.html&feature=em-uploademail
Ian why are certain fonts not able to work with MASH? I was working on an assignment for my animation class and there were plenty of typefaces that didn't want to work.
MASH + Type means you should be using the Instancer workflow (MASH network creation options - or convert it using MASH > Utilities > Switch MASH Geometry Type). Or Turn on deformable type which will triangulate the mesh. Basically the Repro node which creates MASH's geometry doesn't support holes (holes are just so, so slow to process).
hello .. i have been wondering something .. i love mash by the way .. maya need it something like that years ago..ok this is my question. there is some way to make the pivot point in the distribute node the same that the original object it came from.. i move the pivot point but it dosent makes any diference. sorry for my very bad english.
+Alexis Martinez Hi Alexis! I put a tutorial up for you here: th-cam.com/video/gMS534patBY/w-d-xo.html
thanks a lot my friend .. i really i appreciate it .
Hi Ian, thanks for the tutorial.
I've been following along and for some reason in my Maya 2018 my graph editor doesn't show any keyframes. In my viewport the titel does move. I do have my type1 selected and it does show in the graph editor, but it just doesn't show anything. Do you know why this is?
I don't! When you navigate to the Type node in the Attribute Editor, click the 'Select' button in the bottom left of the Attribute Editor, do they show up in the graph editor then?
did you solve this problem?
@@ianwaters6035 I had the same issue and this sorted it. Thanks!
how can i add more segmens to the trails , i want it to look smooth
2. You smooth it with SDS (hit the 3 key, or use Arnolds build in subdivisions). Or you 2. Animate it more slowly, do an alembic cache, and then play the cache back at 2x speed.
you are the best , thank you
Is it still possible to get nurbs curve output with the multicurve node
like the older plug-in version of MASH?
This would be greate for paintFX stuff.
I mean this: vimeo.com/67561430
Sadly not, the trails node supports the creation of thousands of trails, this would be impossible with curves (currently Maya can't handle large numbers of curves). I hope we will be able to use curves for the tracer in the future.
Oh, Ok.Thank you.
Sorry no, Maya has some serious curve limitations that made it impossible for us to keep this technique alive. Sorry!
Awesome! :D
not working
awesome..thanks alot!
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