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AdnMush

AdnMush is a Maya deformer designed to smooth deformations while preserving the overall shape and details of the geometry. It works by computing a smoothed representation of the mesh and applying the deformation as an offset from that smoothed surface, helping to reduce undesirable artifacts such as volume loss and skinning irregularities.

How To Use

The AdnMush deformer is easy to create and configure in Maya. It only requires a mesh to apply the deformation onto.

  1. Select the mesh on which to apply the deformer.
  2. Press Mush button in the Adonis shelf or Mush in the Adonis menu, under the Create Deformers section.
  3. A message in the terminal will notify that AdnMush has been created properly. Check the Attributes section to customize the deformation behavior.

Attributes

Settings

Name Type Default Animatable Description
Iterations Integer 10 Number of smoothing iterations applied by the algorithm. Greater values produce smoother results at the expense of additional computational cost. Has a range of [0, 20]. The upper limit is soft, higher values can be used.
Pin Boolean True Flag to pin the vertices on the boundaries.
Smoothing Step Float 0.5 Amount of smoothing applied at each iteration. Has a range of [0.0, 1.0].
Displacement Float 1.0 Controls how much of the computed displacement is applied to the geometry. Has a range of [0.0, 1.0].
Initialization Mode Enumerator Initialization Time Defines how the reference state of the deformer is initialized. See the Initialization Modes section for details.

Time Attributes

Name Type Default Animatable Description
Initialization Time Time Current frame Sets the frame at which the deformer will be initialized.
Current Time Time Current frame Current playback frame.

Deformer Attributes

Name Type Default Animatable Description
Envelope Float 1.0 Specifies the deformation scale factor. Has a range of [0.0, 1.0]. The upper and lower limits are soft, values can be set in a range of [-2.0, 2.0].

Initialization Modes

AdnMush supports two different initialization workflows:

Initialization Time

In this mode, the deformer initializes its internal reference state using the geometry connected to the inputGeometry plug at the frame specified by Initialization Time.

This mode is useful when a specific frame should be used as the reference pose. For example, it can be used to initialize the deformer from a bind pose or any other desired state of the geometry.

Original Geometry

In this mode, the deformer initializes its internal reference state using the geometry connected to the originalGeometry plug.

The initialization is automatically recomputed whenever topology changes are detected on the geometry.

This mode is useful when the reference state should always be derived from the original geometry stored in the construction history.

NOTE

The connection of the original shape to the originalGeometry plug is automatically handled by the utilities provided to create the deformer. If the connection is broken for any reason, it can be restored by pressing Adonis > Utils > Reconnect Original Geometry.

Attribute Editor Template

mush attribute editor
Figure 1: AdnMush Attribute Editor.

Paintable Weights

To provide more control, the AdnMush deformer includes the standard Maya paintable weights map. The Maya paint tool can be used to paint this attribute and control the influence of the deformation across the surface.

Name Default Description
Weights 1.0 Maya standard weights map used to control the influence of the deformer at each vertex.

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