So before we get started into learning dynamics, I want to set up a scene and introduce you to MASH.
MASH is the motion graphics kind of set up for Maya.
So we're going to use it to actually model a brick wall.
Let's create a cube and zoom in on that.
And I'm going to hold down deep drag of the pivot to the bottom while holding V so it snaps to the bottom
and then hold X and snap that to the floor of the scene.
Then I'm going to increase the scale and let's choose the Z direction by two so that it makes a brick
shape.
One thing I have to keep in mind about MASH is you need to freeze the transformations of everything
before you get started because it will not respect this type of pivot moving and all this stuff if it's
not frozen.
So if we were to make a MASH network so that we could duplicate these all these out and make bricks,
you would think the center pivot like is where we made it originally.
So we do freeze transformations first because you modify freeze transformation.
So that's all set.
Sort of MASH won't create MASH network and so.
By default, it just gives you these kinds of rules because it has to choose something.
OK, so let's look at the mash Ed.
So we got this new little window and an outline and you can see there's there's this MASH network and
then there's a group from Mesh.
So basically there's two types of networks you can make.
And when you open up the option box, you can choose MASH, for instance, for instance, or is basically
an instance.
It's not its own independent piece of geometry, whereas MASH creates a mesh.
So it would look different.
If we want to, you know, decide to switch later, we could actually go to utilities and switch mash
geometry type.
We actually have to have the MASH waiter selected is what the thing said.
So switch mash jamshid type.
So now you can see it's an instance where it has a different icon and that means a couple of different
things for how we're going to use it.
But what we need is the geometry.
So we need to switch back to the repro mesh.
And so that's why I didn't go in here, because we didn't need that.
So now we have MASH.
When we click on it in here, we should get to the MASH waiter kind of menu here.
We have all these different options.
We're not going to cover everything right now, but we're going to cover maybe a little bit more later.
So those two kind of big things to think about right now.
And that's the difference from distribute, which is what we're given by default.
We can increase the amount of objects here and distribute, but the endpoint doesn't change.
That's controlled by the distance here.
OK, so it makes it a little harder to keep.
Let's say we like the distance between these bricks for some reason and we just want to add more of
them.
Well, that makes that's pretty difficult with distribute because whatever we want to add more bricks,
we add more bricks.
Now the spacing is all messed up.
Now, we got to go here and try to figure out the spacing again.
So instead of doing that, I like to use the replicator node here.
So to use that, we need to go to distribute and just get this down to one.
All right.
And then zero that out.
So we just we don't want to mess with the distribution.
OK, so we'll go to MASH and then we'll say at the replicator, I'm just left clicking on all this.
So that's another node here.
You can see there's a new tab up here.
And for the replicator, we want to go in the Z position and let's add replicants.
Let's do maybe 10, and so now the difference with the replicant versus the or the replicator versus
distribute is that we can add as many as we want, let's say like the spacing.
So same example like the spacing now.
And we want to add more.
I guess what we can just add as many as we want.
We don't have to worry about the spacing changing.
So that's super helpful.
So we know the distance of the break is too across because we scale it by two.
So if we say one or like let's say one point one hour, sorry, two point one, let's say two point
zero one, because we want like a tiny little gap, so.
You know, that's based off the fact that we scale it by two, so it's going to be two here.
So the geometry is all one piece and that's OK for now.
What we're going to want to do is add another replicator.
So let's add another stack of bricks on top of this.
So I'm clicking this to go back to kind of this little main menu area.
I'll add another replicator and let's go up by one position or one.
And we had replicants here.
We just want one and offset the position as well and the Z.
So let's say we want to offset up by one as well.
So it's right in the middle of this.
And we do want to give it a little bit of a gap because when we use this bullett system, we're going
to use we need just a tiny little gap so things don't explode when it's trying to simulate the collision.
So it's already colliding.
When you start, it's going to blow up and it's not going to be useful.
So that's why we need to create these little gaps between everything.
Cool.
So now we have one layer and there's a couple different ways we could duplicate this out to make a wall
to go vertical.
I'm actually just going to kind of get super, super inception.
Have you seen the movie?
You get kind of Inception with this stuff.
So I'm going to click the repro mesh and actually make a massive network of that.
So this itself is a mesh network.
So we can kind of make another massive network of this one because it's geometry.
We can do that.
If this was an instance, we can do it.
So that's that's the important reason why we're using the repro mesh and the geometry type that we are.
So we say create mesh network.
We get another, you know, match to it automatically hides the first one.
That's just something Masche does.
And so we can again, you know, choose to use the replicator instead of a distributor.
So now, you know, we can see you have two networks we're going to want to work on the second one.
So let's add a replicator.
Let's make that down to one again.
Let's, you know, zero the sound doesn't really matter because we only have one.
But just to keep it clean, then let's go up.
And I guess we need to go up in two because we have two layers.
Really, it's going to be like two point.
I figure what the offset is that we created so we can just go up a certain amount.
I don't know why.
On some random ones, it hides the bottom one.
But luckily for us, you know, we're trying to make a square wall.
It doesn't really matter.
Doesn't do it there.
I haven't spent time troubleshooting that.
So the other thing we could do is just if we want to get this in the center, we could add a transform
node, which is right here, and then we can just come command and clicking in the Z Channel box here,
just kind of centering this up.
And so let's double check the gaps here between it looks like that was pretty that was actually accurate.
So we have an actual gap here which works.
So now we can do is duplicate this out.
So it kind of separated from a mesh network.
So now we're kind of done with all the mesh stuff.
And we have this is an independent piece of geometry now.
All right.
So when the original mesh network, when I call this wall and it actually didn't really matter that
I'm renaming it, because what I'm going to do now, because this is all one piece for the bullet system,
for this to work with the bullet system, we need to separate all this out.
So let's go to modeling mesh separate.
It's going to separate everything.
And then we need to center the pivot of everything, because if you notice, it's all on zero zero.
And we want the for the physics to work, it's going to figure out where each of these bricks should
spin and rotate around for its mass is going to be based on where its center pivot is.
So we need all of these center pivots to be accurate to each brick so we can go to modify center pivot.
So now each one of the center pivots to each of the bricks.
So that works.
And just for fun, I'm also going to edit, delete by type the history.
And now we've created a brick wall that we can use in our next lesson to destroy it.
So I'll see in the next lesson where we will smash a ball through this wall.
Thanks for watching.