Variation
The number of frames by which Time can vary randomly. Default=5.
To obtain the actual time to the target for each spawned particle, the system
multiplies the Variation value by a random number between -1.0 and 1.0, and
then adds the result to the Time value. For example, if Time=60 and
Variation=20, then the time to target for each particle would be between 40
and 80 frames.
Subframe Sampling
Turning this on helps avoid particle "puffing" by timing
particles at a much higher subframe resolution (that is, throughout each
frame), rather than using the relatively coarse frame resolution. Default=on.
"Puffing" is the effect of clustering particles, rather than producing a continuous
stream. This effect is especially noticeable when the emitter is animated.
Use Docking Speed
Lets you specify particles' speed when they reach the
target.
A particle might be required to reach the target from a specific direction at a
specific speed. When Use Docking Speed is off, the software calculates a path
for particles to reach the target in the shortest distance with the least
acceleration along the path. When Use Docking Speed is on, the software
calculates particles' final speed when they reach the target using the Speed
and Variation parameters. Therefore if you want a “smooth landing,” set Speed
to 0.0. Default=off.
Speed
The speed of particles when they reach the target in scene units per
second. Default=100.0.
Variation
The amount by which the actual Speed value can vary randomly.
Default=0.0.
Target group
By default, Find Target uses its own target icon, but you can use these controls
to designate other scene objects as targets instead.
Icon
Use the Find Target icon as the target.
Each Find Target test has its own target icon. Even if you don't use it as a
target, it still influences particle behavior if you set the docking type to Parallel,
Spherical, or Cylindrical.
Mesh Objects
Use one or more scene mesh objects as targets. Choose this to
make the list and list-management buttons available.
If you designate more than one target, the target used by each particle is
determined by the choice in the
Object drop-down list
on page 2979 in this
group.
Particle Flow | 2977
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 ...