11/6/12

Mash- mograph module for Maya

mash- mograph module for mayaArtist love Cinema 4d instead of Maya for creating Motion graphics works because of Cinema 4d’s excellent tools dedicated to Motion graphics. Artist can create amazing artwork with simply applying the scripts and Cinema 4d will deliver the art. But for Maya it is not possible. You have to go through the tedious process and do the maths your selves to create something in Mograph. Maya have all the tools and power to deliver what you imagine but you have more technical knowledge. After the innovation of Soup development plugin, Maya got more power and tools similar to ICE module in Soft Image. Soup also provided some basic functionality similar to Mograph modules. But it was Ian Waters who developed Mash a plug in to deliver Mograph functionality in Cinema 4d to Maya.
 
Ian Waters has just released some cool procedural animation tools which are aimed at making it easy to create particle-like effects but without the use of expressions. He's designed MASH with the philosophy that each node has a single job to do yet combine them together and you can create quite complex effects. Because of this MASH plays very well with SOuP, in fact some of the default setups build with SOuP nodes included.
What is Mash?
MASH is a suite of Maya nodes developed in-house at Mainframe aimed at enabling our artists to create versatile 'motion design' style animations. It offers a selection of effector nodes which can be daisy chained together to generate a wide variety of customisable effects. It's fully controllable from both Maya's Attribute and Node Editors.
Skip straight to the Examples page to get a flavour of what it's all about. Installation details can be found on the Download page.
MASH has been tested in Maya 2013 on both Mac and PC; however, it should work on all Maya versions back to 2010.
Note: In Maya 2012, uncheck the 'Enable Points' checkbox on the Points node to get stop the errors (it's a Maya bug).
Here's a quick start video showing demonstrating the basic set-up:
The 'Waiter'
The 'Waiter' is the crux of MASH. It's a selection set, objects you drag onto the Waiter will be affected by the MASH network.
The Waiters Attribute Editor is also the place to create nodes for the network, set the initial state for any objects and there's also a helper button to hook MASH up to a Maya instancer.
Add node to: A menu where you can select which channel (position, rotation, scale) a MASH node will be added to when you click 'Add Node'.
Node Type: The type of node to be added. See the other pages to see more detail on how these work.
Add Node: Add a new node based on the settings you've chosen in the drop down menus.
Number of objects: Tells you how many objects you have in your MASH network. When in the more advanced instanced node, you manually set this value to however many instances you want.
Initial state: Sets an initial state. This is useful if your objects are already laid out in a particular fashion. Currently this only store object positions.
Instancer Mode
When in instancer mode, MASH will pass all of the calculated values to a Maya Instancer node.
You set the number of instances by editing the value in the 'Number of Objects' box once the Instancer Mode checkbox is set. When this checkbox is on, the Waiter will stop effecting objects in its selection set.
Click the 'Set-up Instancer Connections' button to have the Waiter create the Instancer and hook up all the connections automatically.
Note -if you select your objects and then click the 'Waiter' icon in the shelf all selected objects will automatically get added to the 'Waiter'.

Animates objects along a curve.

Plug an animating object into this node to make objects follow it.

A powerful node useful for the arrangement and echoing of objects.

Animates objects based on perlin noise.

The orient node aims objects in their direction of travel, or alternatively, aims them at a target object. The orient node requires some animation on your objects to do anything.

A node that automates springy/bouncy animation. It's worth noting that the Spring node requires your 'Playback Speed' in the Maya preferences set to 'Play every frame' to get accurate results.

An introduction to the MASH workflow.

A node that auto-animates objects based on Sin/Cos/Tan.

Using the echoing feature to add complexity to your animations.

Delay node + a noise node.

A very simple example of the curve node.

Two distribute nodes with a falloff object effecting the strength of the second one.

Distribute node effecting the scale of the objects.

Distribute node set to radial, with a Spring node.


Distribute goaling using SOuP's point node to create the source and destination positions.

Two locators connected to an Inherit node. The objects are split between them.

This cliché is achieved with the Noise and Distribute nodes, the lines are generated by SOuP's Cocoon node.

A falloff object controls the strength of the noise on these objects.

MASH manipulating nParticles, this kind of setup requires you to make some connections in the node editor yourself.

The Orient node pointing some objects in their direction of travel. The objects are being moved by a Noise node.

Trig node controlling the object rotations with a Distribute node used to set the scales.


Objects scaling along a curve with the use of Curve, Random and Mute nodes

3 comments:

blukazs said...

GREAT!!! OMG!!! WHY Did we had to wait for sm like this so long???

blukazs said...

...and its free??? TOTALY FREE??? OMG!!! :D

Fermi CG said...

Yes absolutely free!!!