
NOTE
When using By Script Vector to target absolute positions, such as vertex
locations, be sure to set Target to Icon. If you set it to Mesh, the positions
specified by the script will be relative to the position of the mesh object. This
latter option is useful for placing scripted targets on the surface of a moving
object.
Object
With multiple mesh targets, lets you specify how the software should
choose among them. Available only when targeting more than one object.
■
Random
For each particle, the software chooses a target object at random.
■
Closest Pivot
For each particle, the software chooses as its target the
object whose pivot is nearest to the particle.
■
Closest Surface
For each particle, the software chooses as its target the
object whose surface is nearest to the particle.
■
Least Deviation
For each particle, the software chooses as its target the
object that requires the least change in its current direction (or resteering)
to reach.
■
By Script Integer
For each particle, the choice of a targeted object is
defined by a script operator that sets an index. This index corresponds to
a target-object entry position in the target list. See
Script Operator Example
on page 2972.
Lock On Target Object
When on, the software calculates each particle's target
object once: when the particle enters the event. Thereafter, the particle is
“locked on” to its target object. When off, the software can continually
recalculate the target object for each particle. Available only when multiple
target objects are designated.
For example, if you set particles to target the closest surface, due to the target
animation and particle movement, the definition of the closest surface is
constantly changing. Thus the particle may change the target object due to
the circumstances.
NOTE
Each time Find Target sets a target object, it “locks on” to a specific point
on that object. This point can change only if the target object changes. Thus, with
a single target object, the target point always remains constant relative to the target
object. That is, if the target object or its surface is animated, and Follow Target
Animation or Animated Shape is on, the absolute coordinates of the target point
may change.
Particle Flow | 2979
Содержание 12812-051462-9011 - 3DS MAX 9 COM LEGACY SLM
Страница 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
Страница 13: ...Interface 2694 Chapter 14 Space Warps and Particle Systems ...
Страница 28: ...Interface Forces 2709 ...
Страница 38: ...Interface Forces 2719 ...
Страница 54: ...Interface Deflectors 2735 ...
Страница 69: ...Interface 2750 Chapter 14 Space Warps and Particle Systems ...
Страница 81: ...Object and object surrounded by an FFD lattice 2762 Chapter 14 Space Warps and Particle Systems ...
Страница 84: ...Interface Geometric Deformable 2765 ...
Страница 93: ...Interface 2774 Chapter 14 Space Warps and Particle Systems ...
Страница 174: ...Interface Particle Flow 2855 ...
Страница 208: ...Interface Particle Flow 2889 ...
Страница 233: ...Interface 2914 Chapter 14 Space Warps and Particle Systems ...
Страница 285: ...Interface 2966 Chapter 14 Space Warps and Particle Systems ...
Страница 292: ...Interface Particle Flow 2973 ...
Страница 327: ...3008 Chapter 14 Space Warps and Particle Systems ...
Страница 374: ...Interface Non Event Driven Particle Systems 3055 ...
Страница 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Страница 634: ...5 Use the Weight spinner or enter a numerical value to adjust the weight value LookAt Constraint 3315 ...
Страница 635: ...Interface 3316 Chapter 15 Animation ...
Страница 675: ...Rotating the parent affects the position and orientation of the child object 3356 Chapter 15 Animation ...
Страница 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Страница 679: ...Moving the last child object does not affect any of the previous objects in the hierarchy 3360 Chapter 15 Animation ...
Страница 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
Страница 767: ...3448 Chapter 15 Animation ...
Страница 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
Страница 787: ...1 Base 2 Post 3 Cap 4 Ring 5 Holder 6 Handle 3468 Chapter 15 Animation ...
Страница 1123: ...Interface 3804 Chapter 15 Animation ...
Страница 1199: ...3880 ...
Страница 1203: ...There are also three reactor modifiers used to simulate deformable bodies on page 4024 3884 Chapter 16 reactor ...
Страница 1275: ...Properties rollout 3956 Chapter 16 reactor ...
Страница 1281: ...A Twist Axis B Plane Axis inward C Twist X Plane Axis 1 Cone Min 2 Cone Max 3962 Chapter 16 reactor ...
Страница 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Страница 1287: ...A Twist Axis B Plane Axis C Twist X Plane Axis Back to Rag Doll Constraint on page 3948 3968 Chapter 16 reactor ...
Страница 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Страница 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Страница 1400: ...Interface Wind Properties rollout Wind 4081 ...
Страница 1445: ... Try to increase the strength of the wind or decrease the weight of the objects it should affect 4126 Chapter 16 reactor ...
Страница 1477: ...4158 Chapter 17 character studio ...
Страница 1488: ...Using Rubber Band to resize an arm without changing the hand position Rubber Banding Arms and Legs 4169 ...
Страница 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Страница 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Страница 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Страница 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Страница 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
Страница 1810: ...Interface Animation Workbench 4491 ...
Страница 1814: ...Interface Animation Workbench 4495 ...
Страница 1823: ...Interface 4504 Chapter 17 character studio ...
Страница 1922: ...Physique Physique 4603 ...
Страница 1925: ...4606 Chapter 17 character studio ...
Страница 1943: ...See also Using Physique with a Biped on page 4614 4624 Chapter 17 character studio ...
Страница 1957: ...Envelope cross sections can be scaled and moved 4638 Chapter 17 character studio ...
Страница 2061: ...Interface Controls for the Bulge sub object level are on the Bulge rollout 4742 Chapter 17 character studio ...
Страница 2076: ...Physique User Interface 4757 ...
Страница 2143: ...Interface Clone panel Contains the basic options for cloning an object 4824 Chapter 17 character studio ...
Страница 2208: ...Interface Crowd Animation User Interface 4889 ...
Страница 2259: ...Interface 4940 Chapter 17 character studio ...
Страница 2265: ...Interface 4946 Chapter 17 character studio ...
Страница 2268: ...Interface Crowd Animation User Interface 4949 ...
Страница 2271: ...Interface 4952 Chapter 17 character studio ...
Страница 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Страница 2442: ...A Penumbra soft area B Shadow Area shadow cast by a point light Interface Shadow Types and Shadow Controls 5123 ...
Страница 2510: ...Scene lit by mr Sky Portal with final gather at Draft preset no diffuse bounces Sunlight and Daylight Systems 5191 ...
Страница 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...