5/3/13

Maya tutorial_Soup Plug in_Cage mesh

Continuing our master class in Maya for motion graphics degree. In this tutorial you will learn about a new tool named Soup for Maya. In this tutorial I will share about the Cage node inside Soup.
Soup plug in is a collection of nodes which give procedural animation capabilities in Maya. Using these nodes, user can create wide varieties of effects which are not possible normally in Maya. You can create effects which are available to the technical director or scripting guy with this soup plug in. Due to the lack of tutorials and documentation the Soup node seemed little difficult and confusing. First of all you need to know about the use of the node. Then you need to know how things are connected.More details about Soup node
Cage node allows you to cut any polygon mesh with other poly mesh. It is like intersection function of Boolean option. But with cage node you can intersect very complex mesh even with animation.
soup for maya cage node
Software Used Autodesk Maya 2012, Soup Plug in for Maya
Difficulty Intermediate
Author FermiCG
Watch the video tutorial for better understanding of Cage Node in Soup Plug in For Maya
For those who can’t follow the video tutorial find the step by step instruction below.
First you need to install the Soup plug in.
Load it in Maya and restart.
Create basic scenes for the animation. I have a polygon sphere without history and a poly converted paint effects stroke without history. You can keep history if you need complex animations like growing paint effects. For this tutorial I deleted the history because for performance gain. Remember this is a heavy scene for calculating.
In order to create a successful cage mesh you need to create following connection.
Psphereshape1.world mesh 0> cage1.inMeshcage (psphere is the source cage mesh)
Pfxmeshshape1 orig. world mesh 0> cage. inMeshv (pfx is the source in mesh)
Pfxmeshshape1 orig.world mesh 0>delete component 1. input geometry
delete component 1. output geometry> Pfxmeshshape1.inMesh
cage 1. Out components> delete component1.delete component
Turn on Hypershade first. We need a lot of dragging and dropping inside Hypershade.
Add cage node. Go to shelf Soup> nodes>cage
A cage1 node will be created inside Hypershade. You cannot see anything inside the outliner.
For things to high light in Outliner you need to do the following
Turn off the DAG objects only, Turn on the shapes
In order to create Pfxmeshshape1 orig select the Pfx mesh and select any vertices and apply a cluster Animation>create deformers> cluster
Delete the cluster. This will create a .orig node to the pfx mesh. If you want to see the node, select the pfx mesh and press the input-output button inside hypershade.
Now we need to create a delete component node. In oreder to do that
Create a polygon mesh, here I created a plane. Select any face and delete. This will create a delete component node.
Go to hypershade and press show input-output connections button. Break the connections between the delete component node and the poly plane.
Delete the poly plane shape and transform node with in hypershade.
Clear graph.
Open outliner and middle mouse drag these components inside hypershade
Psphere shape
Pfx mesh shape
Cage
Delete component
In hypershade make the connections as described earlier
First select poly sphere shape 1 and middle mouse drag it to cage 1
This will open connection editor. In order to get all the necessary nodes do the following
Options>attribute order> alphabetical, ascend
Left display > Show hidden, output only
Right display> show hidden, input only
Select the worldmesh of polysphere shape and select the in.mesh cage of cage 1 This will create a connection. Close the window
Middle mouse drag Pfx mesh. Orig to the cage node.
In connection editor connect the world mesh of .orig node to the inmesh of cage. Close
Middle mouse drag and drop Pfx mesh. Orig to the delete component 1
Connect the Pfxmeshshape1 orig.world mesh to the delete component 1. input geometry
Close
Middle mouse drag and drop delete component 1 to the Pfxmeshshape1
delete component 1. output geometry> Pfxmeshshape1.inMesh
Middle mouse drag and drop cage 1. Out components to delete component 1
cage 1. Out components> delete component1.delete component
We finished the connections. Now you can translate the cage mesh i.e. sphere in viewport and see the interactive effect.

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