significantly higher than that of the test. For a list of actions’ effective time
frames, see
Action Time Frames
on page 2839.
Also, if you're testing for a specific condition that can be affected by other
actions in an event, be sure to place the test
after
the actions. For example, in
an event with a
Force operator
on page 2946 and a
Collision test
on page 2960,
place the Collision test after the Force operator. This avoids the possibility of
the force pushing particles past the deflector before the software can test for
the collision, which would allow the particles to penetrate the deflector. In
general, place tests at the end of the event.
How can I tell which particles are in a certain event?
One way is to set the Type option for the
Display operator
on page 2943 in each
event to a different choice. For example, the first event could use Ticks, the
second Circles, and the third Lines. This way the particles change appearance
in the viewports as they move from event to event. You can also use the
Display operator to change particle colors, to further distinguish them.
Another way is to select all particles in a certain event. Select the Particle Flow
source icon, and then go to the Modify panel > Selection rollout and click the
Event icon. You can then click an event in the Select By Event list to highlight
all of its particles in the viewports.
Why do my particles lose their material when they move to another
event?
A material is a static property of an event. It does not travel along with the
particles from event to event. A particle's material ID does, but its material
does not. If you want particles always to use the same material, define the
material in the
global event
on page 7997 with a
Material operator
on page 2918
or a
Shape Instance operator
on page 2904. Otherwise, you need to define it in
each local event.
Can I have an event receive input from multiple events?
Particle Flow lets you wire any number of tests to a single event.
I changed an operator setting, but it doesn't seem to have any effect
on the particle system.
A similar operator in the global event might be overriding your local operator.
By default, Particle Flow evaluates local operators first, and then global
operators. If a global operator affects the same property, such as speed, as a
2810 | 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 ...