
4. Birth event
5. Depot
To add an action to the
particle diagram
, you drag it to the
event display
from
the
depot
(the area at the bottom of the Particle View dialog). If you drag an
action to an event, you can add it to the event or replace an existing action,
depending on where you drop it. If you drop it in an empty area, it creates a
new event. Then, to customize the action, you click its event entry, and then
edit its settings in the parameters panel at the side of Particle View.
To add complexity to the particle system, you can add a test to an event, and
then wire the test to another event. You can adjust the test parameters to
affect particle behavior, as well as determine whether specific conditions exist.
When particles meet these conditions, they become eligible for redirection to
the next event.
Particle Flow provides a number of tools for determining where in the system
particles currently reside, including the ability to change particle color and
shape on an event-by-event basis. You can also easily enable and disable
actions and events, and determine the number of particles in each event. To
speed up checking particle activity at different times during the animation,
you can cache particle motion in memory. Using these tools, plus the ability
to create custom actions with scripting, you can create particle systems of a
level of sophistication previously unachievable.
The Life of a Particle
Another way of looking at Particle Flow is from the perspective of an individual
particle. Each particle first comes into existence, or is
born
, via the
Birth
operator
on page 2844, which lets you specify when to start and stop creating
particles, and how many to create.
The particles first appear at an object called an emitter. By default, the emitter
is the Particle Flow source icon using the
Position Icon operator
on page 2850,
but you can alternatively use the
Position Object operator
on page 2853 to specify
that particles should be born on the surface of or within any mesh object in
the scene.
After being born, particles can remain stationary at the emission point, or
start moving in two different ways. First, they can move, physically, within
the scene at a speed and in a direction specified by various actions. These are
typically Speed operators, but other actions can also affect particle motion,
including
Spin
on page 2863 and
Find Target
on page 2970. In addition, you can
use the
Force operator
on page 2946 to affect their motion with outside forces.
2798 | Chapter 14 Space Warps and Particle Systems
Summary of Contents for 12812-051462-9011 - 3DS MAX 9 COM LEGACY SLM
Page 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
Page 13: ...Interface 2694 Chapter 14 Space Warps and Particle Systems ...
Page 28: ...Interface Forces 2709 ...
Page 38: ...Interface Forces 2719 ...
Page 54: ...Interface Deflectors 2735 ...
Page 69: ...Interface 2750 Chapter 14 Space Warps and Particle Systems ...
Page 84: ...Interface Geometric Deformable 2765 ...
Page 93: ...Interface 2774 Chapter 14 Space Warps and Particle Systems ...
Page 174: ...Interface Particle Flow 2855 ...
Page 208: ...Interface Particle Flow 2889 ...
Page 233: ...Interface 2914 Chapter 14 Space Warps and Particle Systems ...
Page 285: ...Interface 2966 Chapter 14 Space Warps and Particle Systems ...
Page 292: ...Interface Particle Flow 2973 ...
Page 327: ...3008 Chapter 14 Space Warps and Particle Systems ...
Page 374: ...Interface Non Event Driven Particle Systems 3055 ...
Page 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Page 635: ...Interface 3316 Chapter 15 Animation ...
Page 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Page 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
Page 767: ...3448 Chapter 15 Animation ...
Page 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
Page 787: ...1 Base 2 Post 3 Cap 4 Ring 5 Holder 6 Handle 3468 Chapter 15 Animation ...
Page 1123: ...Interface 3804 Chapter 15 Animation ...
Page 1199: ...3880 ...
Page 1275: ...Properties rollout 3956 Chapter 16 reactor ...
Page 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Page 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Page 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Page 1400: ...Interface Wind Properties rollout Wind 4081 ...
Page 1477: ...4158 Chapter 17 character studio ...
Page 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Page 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Page 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Page 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Page 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
Page 1810: ...Interface Animation Workbench 4491 ...
Page 1814: ...Interface Animation Workbench 4495 ...
Page 1823: ...Interface 4504 Chapter 17 character studio ...
Page 1922: ...Physique Physique 4603 ...
Page 1925: ...4606 Chapter 17 character studio ...
Page 1943: ...See also Using Physique with a Biped on page 4614 4624 Chapter 17 character studio ...
Page 1957: ...Envelope cross sections can be scaled and moved 4638 Chapter 17 character studio ...
Page 2076: ...Physique User Interface 4757 ...
Page 2208: ...Interface Crowd Animation User Interface 4889 ...
Page 2259: ...Interface 4940 Chapter 17 character studio ...
Page 2265: ...Interface 4946 Chapter 17 character studio ...
Page 2268: ...Interface Crowd Animation User Interface 4949 ...
Page 2271: ...Interface 4952 Chapter 17 character studio ...
Page 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Page 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...