WEBVTT

00:00.620 --> 00:06.200
So before we get started into learning dynamics, I want to set up a scene and introduce you to MASH.

00:06.530 --> 00:10.420
MASH is the motion graphics kind of set up for Maya.

00:10.670 --> 00:12.810
So we're going to use it to actually model a brick wall.

00:13.130 --> 00:15.800
Let's create a cube and zoom in on that.

00:16.220 --> 00:21.950
And I'm going to hold down deep drag of the pivot to the bottom while holding V so it snaps to the bottom

00:22.520 --> 00:27.980
and then hold X and snap that to the floor of the scene.

00:28.410 --> 00:36.520
Then I'm going to increase the scale and let's choose the Z direction by two so that it makes a brick

00:36.620 --> 00:37.020
shape.

00:37.550 --> 00:43.190
One thing I have to keep in mind about MASH is you need to freeze the transformations of everything

00:43.190 --> 00:49.430
before you get started because it will not respect this type of pivot moving and all this stuff if it's

00:49.430 --> 00:50.200
not frozen.

00:50.540 --> 00:54.920
So if we were to make a MASH network so that we could duplicate these all these out and make bricks,

00:55.250 --> 00:59.230
you would think the center pivot like is where we made it originally.

00:59.240 --> 01:04.490
So we do freeze transformations first because you modify freeze transformation.

01:04.510 --> 01:05.420
So that's all set.

01:05.720 --> 01:10.040
Sort of MASH won't create MASH network and so.

01:10.880 --> 01:15.420
By default, it just gives you these kinds of rules because it has to choose something.

01:15.440 --> 01:19.000
OK, so let's look at the mash Ed.

01:19.130 --> 01:24.830
So we got this new little window and an outline and you can see there's there's this MASH network and

01:24.830 --> 01:26.120
then there's a group from Mesh.

01:26.510 --> 01:29.930
So basically there's two types of networks you can make.

01:30.350 --> 01:36.680
And when you open up the option box, you can choose MASH, for instance, for instance, or is basically

01:36.680 --> 01:37.220
an instance.

01:37.220 --> 01:41.020
It's not its own independent piece of geometry, whereas MASH creates a mesh.

01:41.420 --> 01:43.200
So it would look different.

01:43.220 --> 01:48.230
If we want to, you know, decide to switch later, we could actually go to utilities and switch mash

01:48.230 --> 01:49.070
geometry type.

01:49.640 --> 01:53.290
We actually have to have the MASH waiter selected is what the thing said.

01:53.720 --> 01:55.530
So switch mash jamshid type.

01:55.560 --> 01:59.840
So now you can see it's an instance where it has a different icon and that means a couple of different

01:59.840 --> 02:02.060
things for how we're going to use it.

02:02.060 --> 02:04.550
But what we need is the geometry.

02:04.550 --> 02:06.730
So we need to switch back to the repro mesh.

02:07.130 --> 02:10.150
And so that's why I didn't go in here, because we didn't need that.

02:10.400 --> 02:12.470
So now we have MASH.

02:12.530 --> 02:17.120
When we click on it in here, we should get to the MASH waiter kind of menu here.

02:17.120 --> 02:18.200
We have all these different options.

02:18.210 --> 02:23.600
We're not going to cover everything right now, but we're going to cover maybe a little bit more later.

02:24.740 --> 02:28.930
So those two kind of big things to think about right now.

02:29.210 --> 02:32.240
And that's the difference from distribute, which is what we're given by default.

02:33.380 --> 02:38.420
We can increase the amount of objects here and distribute, but the endpoint doesn't change.

02:38.490 --> 02:39.970
That's controlled by the distance here.

02:40.010 --> 02:43.640
OK, so it makes it a little harder to keep.

02:43.860 --> 02:48.260
Let's say we like the distance between these bricks for some reason and we just want to add more of

02:48.260 --> 02:48.420
them.

02:48.440 --> 02:53.750
Well, that makes that's pretty difficult with distribute because whatever we want to add more bricks,

02:53.900 --> 02:54.610
we add more bricks.

02:54.620 --> 02:55.930
Now the spacing is all messed up.

02:55.940 --> 02:58.070
Now, we got to go here and try to figure out the spacing again.

02:58.550 --> 03:03.620
So instead of doing that, I like to use the replicator node here.

03:03.950 --> 03:07.370
So to use that, we need to go to distribute and just get this down to one.

03:07.920 --> 03:08.360
All right.

03:08.360 --> 03:09.590
And then zero that out.

03:09.740 --> 03:12.140
So we just we don't want to mess with the distribution.

03:12.290 --> 03:18.770
OK, so we'll go to MASH and then we'll say at the replicator, I'm just left clicking on all this.

03:19.160 --> 03:20.270
So that's another node here.

03:20.270 --> 03:22.220
You can see there's a new tab up here.

03:22.700 --> 03:30.590
And for the replicator, we want to go in the Z position and let's add replicants.

03:31.500 --> 03:38.940
Let's do maybe 10, and so now the difference with the replicant versus the or the replicator versus

03:38.940 --> 03:45.380
distribute is that we can add as many as we want, let's say like the spacing.

03:45.390 --> 03:47.500
So same example like the spacing now.

03:47.730 --> 03:48.650
And we want to add more.

03:48.770 --> 03:50.360
I guess what we can just add as many as we want.

03:50.380 --> 03:52.310
We don't have to worry about the spacing changing.

03:52.680 --> 03:54.530
So that's super helpful.

03:54.960 --> 04:02.330
So we know the distance of the break is too across because we scale it by two.

04:02.640 --> 04:09.570
So if we say one or like let's say one point one hour, sorry, two point one, let's say two point

04:09.570 --> 04:13.110
zero one, because we want like a tiny little gap, so.

04:15.160 --> 04:19.390
You know, that's based off the fact that we scale it by two, so it's going to be two here.

04:19.870 --> 04:23.380
So the geometry is all one piece and that's OK for now.

04:24.670 --> 04:26.650
What we're going to want to do is add another replicator.

04:26.650 --> 04:28.990
So let's add another stack of bricks on top of this.

04:29.320 --> 04:32.290
So I'm clicking this to go back to kind of this little main menu area.

04:32.530 --> 04:40.030
I'll add another replicator and let's go up by one position or one.

04:40.420 --> 04:42.310
And we had replicants here.

04:42.310 --> 04:49.790
We just want one and offset the position as well and the Z.

04:49.810 --> 04:52.750
So let's say we want to offset up by one as well.

04:52.750 --> 04:55.450
So it's right in the middle of this.

04:56.650 --> 05:00.610
And we do want to give it a little bit of a gap because when we use this bullett system, we're going

05:00.610 --> 05:09.270
to use we need just a tiny little gap so things don't explode when it's trying to simulate the collision.

05:09.280 --> 05:10.240
So it's already colliding.

05:10.240 --> 05:13.410
When you start, it's going to blow up and it's not going to be useful.

05:13.780 --> 05:16.180
So that's why we need to create these little gaps between everything.

05:16.450 --> 05:16.760
Cool.

05:17.050 --> 05:22.240
So now we have one layer and there's a couple different ways we could duplicate this out to make a wall

05:22.240 --> 05:23.060
to go vertical.

05:23.440 --> 05:28.610
I'm actually just going to kind of get super, super inception.

05:28.630 --> 05:29.490
Have you seen the movie?

05:29.490 --> 05:31.120
You get kind of Inception with this stuff.

05:31.450 --> 05:36.460
So I'm going to click the repro mesh and actually make a massive network of that.

05:36.490 --> 05:38.530
So this itself is a mesh network.

05:38.830 --> 05:43.620
So we can kind of make another massive network of this one because it's geometry.

05:43.640 --> 05:44.290
We can do that.

05:44.290 --> 05:45.850
If this was an instance, we can do it.

05:46.210 --> 05:52.300
So that's that's the important reason why we're using the repro mesh and the geometry type that we are.

05:52.310 --> 05:53.980
So we say create mesh network.

05:54.370 --> 05:58.350
We get another, you know, match to it automatically hides the first one.

05:58.420 --> 05:59.790
That's just something Masche does.

06:00.400 --> 06:07.580
And so we can again, you know, choose to use the replicator instead of a distributor.

06:07.630 --> 06:12.120
So now, you know, we can see you have two networks we're going to want to work on the second one.

06:12.640 --> 06:14.770
So let's add a replicator.

06:15.460 --> 06:18.100
Let's make that down to one again.

06:18.100 --> 06:20.740
Let's, you know, zero the sound doesn't really matter because we only have one.

06:20.740 --> 06:23.830
But just to keep it clean, then let's go up.

06:23.830 --> 06:27.250
And I guess we need to go up in two because we have two layers.

06:27.520 --> 06:28.900
Really, it's going to be like two point.

06:29.710 --> 06:36.130
I figure what the offset is that we created so we can just go up a certain amount.

06:37.040 --> 06:37.780
I don't know why.

06:37.990 --> 06:41.020
On some random ones, it hides the bottom one.

06:41.260 --> 06:44.080
But luckily for us, you know, we're trying to make a square wall.

06:44.080 --> 06:44.800
It doesn't really matter.

06:44.800 --> 06:45.760
Doesn't do it there.

06:47.770 --> 06:49.180
I haven't spent time troubleshooting that.

06:50.530 --> 06:55.660
So the other thing we could do is just if we want to get this in the center, we could add a transform

06:56.050 --> 07:05.560
node, which is right here, and then we can just come command and clicking in the Z Channel box here,

07:05.950 --> 07:07.270
just kind of centering this up.

07:08.290 --> 07:15.070
And so let's double check the gaps here between it looks like that was pretty that was actually accurate.

07:15.070 --> 07:17.830
So we have an actual gap here which works.

07:18.790 --> 07:22.960
So now we can do is duplicate this out.

07:23.410 --> 07:25.600
So it kind of separated from a mesh network.

07:25.600 --> 07:27.880
So now we're kind of done with all the mesh stuff.

07:28.360 --> 07:32.320
And we have this is an independent piece of geometry now.

07:32.410 --> 07:32.710
All right.

07:32.710 --> 07:38.740
So when the original mesh network, when I call this wall and it actually didn't really matter that

07:38.740 --> 07:44.560
I'm renaming it, because what I'm going to do now, because this is all one piece for the bullet system,

07:44.890 --> 07:47.440
for this to work with the bullet system, we need to separate all this out.

07:47.440 --> 07:50.830
So let's go to modeling mesh separate.

07:51.070 --> 07:52.270
It's going to separate everything.

07:52.660 --> 07:58.570
And then we need to center the pivot of everything, because if you notice, it's all on zero zero.

07:58.870 --> 08:04.420
And we want the for the physics to work, it's going to figure out where each of these bricks should

08:04.420 --> 08:09.190
spin and rotate around for its mass is going to be based on where its center pivot is.

08:09.490 --> 08:14.460
So we need all of these center pivots to be accurate to each brick so we can go to modify center pivot.

08:14.650 --> 08:17.500
So now each one of the center pivots to each of the bricks.

08:17.650 --> 08:18.400
So that works.

08:18.910 --> 08:24.040
And just for fun, I'm also going to edit, delete by type the history.

08:25.030 --> 08:31.960
And now we've created a brick wall that we can use in our next lesson to destroy it.

08:32.470 --> 08:36.970
So I'll see in the next lesson where we will smash a ball through this wall.

08:37.150 --> 08:37.690
Thanks for watching.
