rolfcoppter
Hey Guys,

I have a Mash network that works great and collides with its self and the ground plane well, but when i try to collide it with a moving mesh it doesn't seem to work.
If i take that same mesh and keep it static it will collide with it. Is anyone else having this issue or know of a work around?
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samadoni
working fine here on 2018.3
 
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JeremyR
Yeah I think this is a bug in MASH where it doesnt recognise a kinematic object. I believe the work around is to make that object a second MASH object network and go from there. Not sure if you can then just dump that shape into collisions or that you then have to make the second MASH network dynamic also but you'll figure it out from there 🙂

Let us know how you go.
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rolfcoppter
Im on 2018.1 so maybe it doesn't work from there. Okay I will try the second mash network and see how that goes. Thanks for the tip.
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JeremyR
Works if connected to a dynamic network, just make sure transforms are all frozen prior to connecting it up and no extra transforms etc.
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tbutton
Yeah this is a bug that was fixed in later release of 2018.  Workaround is to just create a new MASH network on that object, add dynamics operator to the MASH network and then add/use a Transform operator for your animation that you were doing at the object level.  This should fix your problem.  Also worth noting is that you need to set your start frame in the bullet solver at the frame of your first collision because as soon as the BulletSolver starts calculating, the transform will not inherit velocity and basically get overridden by the dynamics.  Something else to help here is to use the initial velocity attributes within the dynamics operator in your MASH network to drive the animation.  This bug created some pain in something that should have been so easy before it was fixed.  Best solution would just be to update Maya if you're in a position to do that.
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izo
rolfcoppter wrote:
Im on 2018.1 so maybe it doesn't work from there. Okay I will try the second mash network and see how that goes. Thanks for the tip.


It's a known limitation with 2018.1
Mainframe mention it in all their Videos of the dynamics feature. 

I strongly recommend 18.4 that solved all my issues with collision objects. 
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