计划执行与检查节点
executing-plans
按既定实施计划完成工作,保持过程检查和反馈。
scenario-maya-fx【效率与协作】Use when a Maya task involves simulation or procedural effects: nCloth or Nucleus (a cape, skirt, flag or garment on an animated character, cloth through the body, jittery or stretchy cloth), nParticles, Bifrost graphs (Aero smoke, dust puff, mist, fire, liquids, MPM cloth, snow, sand, "Bifrost smoke"), MASH scattering or motion graphics, sim caches …
独立 GitHub 快照 · 自动分类 · 以原作者文档为准
An expert FX TD fixes scale and inputs before touching a knob, changes few settings one at a time, never judges a live solve, and proves the result on the cache in numbers (penetration, stretch, pops, convergence) and in renders from the shot camera. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-maya-expert (execution channel, review loop, 2027 version traps).
Status (2026-09-24): Maya 2027 is not installed. The pure-Python layer of scripts/mx_fx.py passed offline (tests/code/maya-fx/test_fx_offline.py); every Maya call is not yet run in Maya; names marked [verify] are answered by job_00_fx_probe.py (python3 tests/code/maya-fx/run_all.py).
scene_units_in_meters 0.01 in a cm scene, or a 182 cm character is 182 m to the solver (2027 Help; SARKAMARI [00:29:22]; Stamatelos [00:30:21]). MPM detail_size is in meters, so a unit change silently changes resolution (Gast [00:07:29]).mx_fx.set_attrs returns the log.| Input | Why it changes the plan | Default when silent |
|---|---|---|
| Shot range, fps, action start | pre-roll, cache range, handles | 24 fps, pre-roll 50 frames before the action |
| Character delivery | sim duplicates need a skinned or cached body | referenced rig or Alembic from scenario-maya-animation |
| Linear unit and real size | solver scale | cm, real size checked with mx_fx.scale_report |
| Destination | film (Arnold, VDB, Alembic) vs game (sprites, baked meshes, USD) | Arnold film |
| Camera and motion blur | what penetration is acceptable | shot camera, blur on |
| Fabric or material | preset, stiffness | cape: heavy denim values [added pick]; dust: Aero smooth |
| Budget | substeps, resolution, sim time per frame | first pass 10/12, detail 0.1; final 30/35 |
Scale and inputs. mx_fx.scale_report(meshes, expected_size_m=...); if the model is not real size, fix the asset (Julan [00:02:02]). Record any deliberate non-physical scale (SARKAMARI's 0.25 on a 182 cm character) with art_choice=True. GATE: no error line.
Pick the system (options keyed to the brief):
| Effect | Default | Alternative and when |
|---|---|---|
| Cape, garment on a character | nCloth | Bifrost MPM cloth when it must tear, live in a Bifrost graph, or go to a game via USD (Jason hmuWr2nWSms, yo6y7cANfX0) |
| Dust puff, smoke, mist | Bifrost Aero | add MPM sand or snow for dirt clumps; nParticles for grit (doc-level only) |
| Snow, sand, mud impact | MPM granular | none in the sources |
| Scatter, crowds of copies, motion graphics | MASH (Repro) | Instancer for speed; Bifrost scatter_points for USD point instancers |
| Liquids | basic_liquid_graph | legacy Bifrost Fluids is gone |
Prepare cloth inputs. Topology gate mx_fx.cloth_topology_verdict(mx_audit.audit(garment), expected_border_loops=1): evenly spaced quads (cross links need quads), manifold, single-sided, holes sealed (SARKAMARI [00:03:05]). Pre-roll mx_fx.add_preroll(ctrls, action_start, rest=bind_pose); duplicates at the bind frame with mx_fx.sim_duplicate. GATE: verdict clean, the duplicate follows the original within 0.01 cm.
Build.
mx_fx.build_cloth_rig(garment_SIM, body_SIM, action_start, preset=...): one nucleus, Space Scale for the unit, start at the pre-roll, first pass substeps 10 / iterations 12, preset values, thin cloth and collider. Pin a cape collar with an input-attract lock map (value 1 plus Input Attract Method "Lock values of 1.0 or greater", Collide Last Threshold 1.0, [added] recipe from the doc) or Point to Surface with Exclude Collisions (SARKAMARI [00:23:40]), members on the input mesh (output-mesh members risk a DG loop, doc; point_to_surface(..., cloth=) rewrites them). GATE: rig["verdict"] has no error.basic_*_graph and Explode (Stamatelos [00:39:07]); script it with mx_fx.BifrostGraph (logs every VNN call) or reuse a GUI Echo All Commands log. Hide what you bring in (Jason). Open or flat emitters (ring, ground patch) need Shell, closed ones Solid (Stamatelos [00:10:40]). Set the sim's start frame. GATE: aero_source_verdict(...) on emitter_facts(mesh) and sim_range_verdict(...) clean; every output pulled; point or voxel count above 0 on every frame.mx_fx.mash_network(sources, geometry="Repro") [verify MASH.api]; unit-size sources (Waters). GATE: mx_fx.mash_cache_reasons(mx_fx.mash_inventory(waiter)) read.First pass cheap, then cache. Low resolution (Aero detail 0.1, cloth first pass), frames evaluated in order from the start frame (mx_fx.run_sim, step_frames), every frame played in the GUI. After a geo_detail_size or time_step_size change, or a compound created or exploded, re-run from the start (sim guide). GATE: nothing non-finite, no empty frame.
Measure and look. rep = mx_fx.sim_report(cloth_out, body_SIM, start, end, action_start=..., thickness=...), rep["convergence"] = mx_fx.convergence_test(...), mx_fx.sim_verdict(rep, budget_spf=...) (adds the doc's Timing Output gate: solve seconds per frame against the brief). Then look: headless mx_review.review([cloth_out, body_SIM], out, views=("side","back","threequarter"), modes=("clay",), focus=fixed) at the action start, the peak and the last frame; GUI mx_review.playblast from the shot camera; volumes with mx_fx.volume_review (Arnold, tricubic). Judge with references/critique.md.
Triage in this order (never stiffen first): scale; start state (pre-roll, Push Out, Crossover Push with Trapped Check); substeps with iterations above; thickness down, Self Collide Width Scale up; stretch and compression together (SARKAMARI [00:24:50]); Bend Solver High Quality for flips; Collide Last Threshold 1.0 when attract or rigidity drags cloth through; lower Strength on popping constraints; "frame change too large" means play from the start or cache (2027 Help). Leftover pokes: a sculpted corrective on the cached mesh, or accepted under blur (SARKAMARI [00:37:12]). Aero detail: 2027 sharpening (aero_refinement_settings, low amount), adaptivity bounds, or post_refine_aero on the cache (frames in order, original sources and colliders) before lowering detail size everywhere (sim guide).
Final cache and deliver. Final pass settings, nCache from the nucleus start (ncache_verdict: mcc stops at 2 GB, use mcx; positions only, so the cloth transform must stay still), disable the nucleus, Alembic of cloth and body over the shot range with UVs and color sets (mx_fx.alembic_export); Bifrost file_cache with only the properties the renderer needs; a cache-only render scene. GATE: mx_fx.alembic_check and file_sequence_report clean, a look at the cache.
| Value | Relative to | Source |
|---|---|---|
Space Scale, scene_units_in_meters 0.01 | cm scene | 2027 Help; Stamatelos |
| Nucleus 3 / 4 (presets), 10 / 12 first pass, 30 / 35 final | substeps / max collision iterations | doc; SARKAMARI |
| Pre-roll hold 25 + blend 25, start -50 | action at 0 | SARKAMARI |
| Trousers friction 0.1, stretch 80, compression 20, damp 0.4 then 0.2, mass 0.8 | T-shirt preset 0.3 / 35 / 10 / 0.8 / 0.6 | SARKAMARI; doc |
| Loose shirt stretch 40, compression 15, mass 0.2, damp 0.3 | same | SARKAMARI |
| Rest length 0.9 tight, 0.5 bunching; attract 0.7 [?] collar | painted regions | SARKAMARI |
| Collide Last Threshold 1.0 (default 0.2) | attract or rigidity in use | doc |
| Aero ambient 20, source 580, buoyancy -9.81 | rise comes from the difference | Stamatelos |
| Aero detail 0.1 preview, 0.05 default, 0.025 fine | Absolute mode (world units); Relative keeps the voxel count constant | Jason; Stamatelos |
MPM initial_firmness about v squared (10 m/s: 100) | impact speed | Gast |
| MPM cloth area preservation 0.1 (0 = stiffest), vibration speed +10 steps, collision max speed about half | cloth | Jason |
| Sprites 64 frames x 512 px, 8 x 8 on 4096; density 0.005 for the SDF | flipbook | Jason |
cloth_topology_verdict, scale_report, nucleus_verdict (iterations above substeps, scale, pre-roll), sim_verdict (zero penetrating vertices after the action, stretch under 1.10 x rest [added], pops, settle, standoff, convergence, solve time), alembic_check (range, one mesh, vertex count), file_sequence_report (every frame, no runaway growth), sim_range_verdict (cache and review reach the shot end), ncache_verdict, mash_cache_reasons, overlaps (instances), sprite_framing, usd_check_unreal.| Mistake | Looks like | Fix |
|---|---|---|
| Space Scale 1 in a cm scene | slow, floaty giant cloth | 0.01, or record an art choice |
| Iterations at or below substeps | extra steps change nothing | iterations above substeps |
| No pre-roll, sim starts on the action | explosion or intersection at frame 1 | hold plus blend, start -50 |
| Alembic range starts after the nucleus start | solver jumps, cloth pops or freezes [added, verify] | cache first, or export from the start frame |
| Thick cloth for self collisions | bloated cloth standing off the body | thin cloth, Self Collide Width Scale |
| Bifrost output not pulled | object vanishes, no error | route feedback and debug nodes to the output |
| Stepping from after the sim's start frame, or a start frame outside the timeline | first frames do not solve, or nothing happens | step from the start frame (sim_range_verdict) |
| Absolute resolution with a small detail size | voxel count explodes, Maya hangs | Relative, or an aero_source_verdict estimate under budget (Stamatelos [00:12:48]) |
| Dust sourced hot | rises as a plume instead of spreading | temperature at ambient 20, initial speed and inherit velocity [added from Stamatelos' knobs] |
| Uniform smoke source | lumpy mushroom cloud | vary_source_property, noise-deformed emitter, turbulence, dissipation (Jason) |
| Relative collider detail on a big ground | gap under smoke or snow | smaller collider detail, link_collider_detail (MPM) |
| MPM pin plus direct make-to-simulate link | cloth simulated twice | remove the direct link |
| Face-area MASH scatter on a skinned mesh | points jitter | Mesh from Points, skin, copy weights, Vertex + Flood |
| Animated Time Scale without Simulated Time | catch-up burst | Simulated Time, then bake |
validate(profile="shot") clean. Asks for pre-roll room before the action if the timeline starts on it.<shot>_fx_render_v###.ma holding only caches; Alembics <asset>_<fx>_v###.abc (UVs, color sets, shot range plus handles) and the body they collided with (SARKAMARI [00:39:34]); VDB sequences with only density and velocity (plus temperature for fire); Bifrost caches .bob for resumable work; sim_report.json, the review sheet or playblast looked at, and what was not verified. Units cm, Y-up; frame range stated.sprite_framing clean, baked Alembic or USD meshes checked by usd_check_unreal, low resolution for engines (Jason yo6y7cANfX0 [00:05:09]).basic_liquid_graph.link_collider_detail, max_voxel_movement retries, lag_colliders, initial_firmness.simulate_liquid(s), liquid_solver_settings vs _properties, geo_volume_mode given to both Solid/Shell and Absolute/Relative): read ports with BifrostGraph.find_port.-j string splits on spaces [added, verify]: alembic_export writes to a space-free temp path first.references/procedures.md: full code for every stage (cloth, Bifrost, MPM, caches, VDB review, sprites, USD, MASH). Load before scripting.references/expert-notes.md: principles by expert with timestamps, and the choices where experts disagree. Load when a setting needs a reason.references/critique.md: the rubric to judge a sim, cache or scatter. Load before calling an effect done.references/gui-paths.md: menus and hotkeys for a computer-use agent, plus the Echo All Commands discovery path.references/sources.md: every source, credential, URL and best timestamps.scripts/mx_fx.py: the toolkit (docstring lists every function). Tests: tests/code/maya-fx/.