Maya Dynamics
Maya Dynamics
Version 6
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1 About Dynamics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
About Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Introduction to dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Introduction to dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
What you can do with Maya Dynamics . . . . . . . . . . . . . . . . . . . . . . . . 13
2 Particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
About Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Particle objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Advanced particle topics . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Advanced particle topics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Control complex motion and forces . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Emitters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Emitters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Particle goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Nonparticle goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Multiple goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Particle collisions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Particle collisions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Rendering particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Rendering particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Hardware rendered particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Use the Particle Cloud shader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Particle Sampler Info node. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
How do I? Create dynamic effects . . . . . . . . . . . . . . . . . . . . . . . 28
Create particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Create particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Place particles on a surface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
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Table of Contents
Animate particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Work with particle attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Edit particle attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Choose how particles render . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Use lights, reflections, refractions, and shadows . . . . . . . . . . . . . . . . 46
Set particle color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Set particle opacity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Set particle lifespan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Set attributes on a per particle basis. . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Set particle attributes with the Component Editor . . . . . . . . . . . . . . . 55
Set particle attributes with a ramp texture . . . . . . . . . . . . . . . . . . . . . . 57
Instance geometry to particles (single and animated) . . . . . . . . . . . . 67
Instance strokes from Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Deform particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Work with advanced dynamics . . . . . . . . . . . . . . . . . . . . . . 73
Make an object move with a dynamic parent . . . . . . . . . . . . . . . . . . . 73
Adjust frame-to-frame velocity conservation . . . . . . . . . . . . . . . . . . . . 74
Apply forces in an object’s local space . . . . . . . . . . . . . . . . . . . . . . . . . 74
Control execution time of particle dynamics . . . . . . . . . . . . . . . . . . . . 76
Duplicate particle objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Assign image sequences to sprites . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Export particle data. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Work with emitters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Create emitters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Edit attributes of an emitter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Edit attributes of emitted particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Duplicate emitters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Connect emitters and particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Vary emission from different points of point emitters . . . . . . . . . . . . 97
Use a texture to color emission or scale the rate. . . . . . . . . . . . . . . . 100
Tips for advanced users . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Work with emission randomness . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Spread emission more evenly from NURBS surfaces . . . . . . . . . . . . 106
Work with goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
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Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Particle nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
particleShape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Emitter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
geoConnector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
List of particle attributes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Render attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Sprite attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
geoConnector attributes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Particle Cloud attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Particle Sample Info Node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
3 Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
About Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
How do I? Simulate dynamic effects . . . . . . . . . . . . . . . . . . . . 209
Work with fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209
Create fields and connect objects to them . . . . . . . . . . . . . . . . . . . . . 209
Edit field attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
Work with per-particle field attributes . . . . . . . . . . . . . . . . . . . . . . . . 214
Keep particles inside the volume . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Set field attributes with workspace manipulators . . . . . . . . . . . . . . . 215
Use manipulator icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
Duplicate fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
Types of fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Air field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Drag field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Gravity field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Newton field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
Radial field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Turbulence field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Uniform field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
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5 Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
About Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
Use smoke effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
Fireworks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
Lightning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 315
Curve Flow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
Surface Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317
How do I? Simulate dynamic effects . . . . . . . . . . . . . . . . . . . . 318
Work with effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318
Create Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318
Create Smoke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
Create fireworks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
Create lightning. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331
Create shatter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336
Connect shards to fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 340
Create curve flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345
Create a surface flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 349
Surface Flow procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 355
What went Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357
wrong? Avoid twists in the flow manipulators . . . . . . . . . . . . . . . . . . . . . . . . 357
Reference Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359
Dynamics menu set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359
Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359
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6 Solvers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 377
About Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 377
Particle caching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 377
Particle caching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 377
Particle disk caching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 377
Particle startup caching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 378
Memory caching. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 378
Particle Disk Caching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 378
How do I? Simulate dynamic effects . . . . . . . . . . . . . . . . . . . . 379
Work with particle disk caching . . . . . . . . . . . . . . . . . . . . 379
Use particle disk caching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 379
Particle startup caching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 384
Memory caching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 385
Reference Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387
Dynamics menu set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387
Solvers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387
Solvers > Create Particle Disk Cache . . . . . . . . . . . . . . . . . . . . . . . . . 387
Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 388
dynGlobals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 388
7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dynamic Animation391
About Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 391
Animating with dynamics . . . . . . . . . . . . . . . . . . . . . . . . . 391
Animating with dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 391
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Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407
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1 About Dynamics
About Dynamics
Introduction to dynamics
Introduction to dynamics
Dynamics is a branch of physics that describes how objects move.
Dynamic animation uses rules of physics to simulate natural forces. You
specify the actions you want the object to take, then let the software figure
out how to animate the object.
Dynamic animation lets you create realistic motion that’s hard to achieve
with traditional keyframe animation. For instance, you can make effects
such as tumbling dice, waving flags, and exploding fireworks.
To get started quickly using Maya Dynamics, see the Dynamics lessons in
the Getting Started with Maya tutorials.
Software-rendered cloud
particles make realistic steam.
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1 | About Dynamics
About > What you can do with Maya Dynamics
• Use emitters to launch particles for effects such as steam, fire, rain,
fireworks, and explosions (see “Emitters” in Chapter 2).
• Use soft bodies to create geometry that bends and deforms when
influenced by a field or struck by a collision object (see “Soft bodies”
in Chapter 4).
• Use gravity and other force fields to move particles, soft bodies, and
rigid bodies (see “Fields” in Chapter 3).
• Create collisions between particles or soft bodies and geometry. You
can make the particles split, emit new particles, or disappear when
they collide with geometry (see “Particle collisions” in Chapter 2).
• Use goals to make particles or soft bodies follow other objects or object
components (see “Goals” in Chapter 2).
• Use springs to give soft bodies and groups of particles internal
structure (see “Springs” in Chapter 4).
• Use rigid bodies to create collisions between polygons or NURBS (see
“Rigid bodies” in Chapter 4).
• Use constraints to restrict the motion of rigid bodies (see “Rigid body
constraints” in Chapter 4).
• Use built-in dynamic effects to quickly create complex, popular
animations such as smoke and fire (see “Effects” in Chapter 5).
• Tune playback efficiency and fix common problems with dynamics
(see “Animating with dynamics” in Chapter 7).
• Store dynamic simulations either to disk or to memory (see “Particle
caching” in Chapter 6).
• Use the Dynamic Relationship editor to connect and disconnect
dynamic relationships between objects and fields, emitters, or
collisions (see “Dynamic relationship editor” in Chapter 8).
• Render particles in software or hardware (see “Rendering particles” in
Chapter 2).
• Work with advanced features of particles such as substituting
animated geometry for moving particles (see “Advanced particle
topics” in Chapter 2).
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2 Particles
About Dynamics
Particles
Particles
Particles are points that display as dots, streaks, spheres, blobby surfaces,
or other items. You can animate the display and movement of particles
with various techniques; for example, keys, expressions, and fields such as
gravity.
Particles displayed
as Blobby Surfaces
Particle objects
A particle object is a collection of particles that share the same attributes.
You can create particle objects containing a single particle or millions of
particles. Each particle in a scene belongs to some particle object. An
overview of how you create particle effects follows:
Creating particles
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2 | Particles
About > Particle objects
• Place particles in the workspace with the Particle Tool (see ”Create
particles” on page 28).
• Create a particle emitter, which generates and animates the motion of
particles automatically (see ”Emitters” on page 19).
• Cause particles that collide with geometry to create new particles
upon contact (see ”Particle collisions” on page 23).
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2 | Particles
About > Advanced particle topics
Note The dynamic state of a particle object is the value of its position,
velocity, acceleration, and mass attributes at any frame. Maya
uses these attributes to compute any dynamics that influence the
object’s positioning in any frame.
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2 | Particles
About > Control complex motion and forces
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2 | Particles
About > Emitters
Parent Child
Emitters
Emitters
Emitters generate moving or stationary particles as an animation plays.
You can use emitters to create smoke, fire, fireworks, rain, and similar
objects.
Emitted particles
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2 | Particles
About > Emitters
• Volume emitters emit particles from a closed volume. You can choose
from cube, sphere, cylinder, cone, and torus.
When you select a NURBS surface or curve and add a default emitter, you
create a point emitter that emits from all CVs. Most CVs do not lie exactly
on the surface of the object. When you select a polygonal surface and add
a default emitter, it emits from all vertices, which do lie on the surface of
the object.
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About > Goals
Goals
Goals
A goal is an object that particles follow or move towards. You can use
goals to give trailing particles a flowing motion that’s hard to generate
with other animation techniques. The trailing particles move as if
connected to the goal by invisible springs. In the context of goals, soft
bodies are considered particles.
Particle goals
Particle objects are useful as goal objects because of the many techniques
available for animating particle motion. You can’t add a goal to individual
particles of the particle object, but you can control how influential each
particle is on the trailing object (see ”Set goal weight on a per particle
basis” on page 109).
If the goal is a particle object, its particles attract the particles of the
trailing object one for one as the animation plays. If particles in the objects
do not die, the trailing particles follow goal particles based on the creation
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About > Nonparticle goals
order. For example, the particle created first in the trailing object follows
the particle created first in the goal object. The particle created last in the
trailing object follows the particle created last in the goal object.
If particles in either object die, the preceding scheme no longer applies.
You can no longer visually predict which trailing particle will follow a
particular goal particle.
If the trailing particle object has more particles than the goal object and
particles don’t die in either object, the extra particles follow the first-
created particles of the goal.
For instance, suppose you create a goal object with two particles and a
trailing object with four particles. The four particles would move toward
the two particles like this:
goal object
1 2 particle ID
1 2 3 4
trailing object
Nonparticle goals
If the goal is a NURBS object, polygonal object, or lattice, its CVs, vertices,
or lattice points attract the particles one for one. Extra particles follow the
points in the goal object by starting over at the beginning points. The
method is the same as described for particle objects.
If the goal is an object other than a lattice, NURBS, or polygonal object, for
example, a light or camera, the object’s transform becomes the goal.
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About > Multiple goals
Multiple goals
You can use more than one goal object to affect a particle object. For each
goal object, the trailing particle object has a goal weight that sets the
relative weighting of the attraction. If the goal weights are the same, each
goal object attracts the trailing object with equal strength. The trailing
object moves to a position between the two goal objects, typically
oscillating back and forth before coming to equilibrium.
If the goal weights differ, each goal object attracts the trailing object with
different strength. The trailing object comes to rest at a position closer to
the goal with the higher goal weight.
”Create goals” on page 107
”Edit goal attributes” on page 108
”Animate goal behavior” on page 112
Particle collisions
Particle collisions
You can make particle objects collide with geometry. Either or both objects
can be moving at the moment of impact. You can also make particles split,
emit new particles, die, or run a MEL script when they collide with
geometry.
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About > Rendering particles
Rendering particles
Rendering particles
If your scene contains particles, the way you render your scene depends
on the type of particles it contains. There are two main types of particles:
hardware particles and software particles.
• Hardware rendered particles have a render type of render type of
MultiPoint, MultiStreak, Numeric, Points, Spheres, Sprites, or Streak.
• Software rendered particles have a render type of Blobby Surface,
Cloud, or Tube.
For more information on setting particle render types, see ”Choose how
particles render” on page 37.
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About > Use the Particle Cloud shader
If your scene contains hardware particles and you want to software render
the scene, you must do the following:
• Software render your scene. The hardware particles won’t appear in
the software-rendered scene. See Rendering “Rendering a frame”and
“Rendering an animation.”
• Hardware render the hardware particles. See ”To prepare to preview
or render hardware particles” on page 120.
• Composite the two sets of rendered images using a compositing
software.
For more information, see the following topics:
• ”To prepare to preview or render hardware particles” on page 120
• ”Preview hardware particles” on page 121
• ”Render hardware particles at final production quality” on page 123
• ”View rendered hardware particles” on page 124.
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About > Particle Sampler Info node
When you use a Particle Sampler Info node, you connect one or more of
its outputs to attributes of a particle shader or texture placement node.
This tells the shader to get the per-particle information from the Particle
Sampler Info node. It also tells the Particle Sampler Info node which
attributes to get from the particle shape.
Types of outputs
The Particle Sampler Info node has the following types of outputs:
• A uv coordinate output designed to drive the uv coordinate input for
texture placement nodes. This is somewhat like the output from the
old particle utilities, but more powerful.
• Outputs that correspond to predefined attributes of the particle shape,
such as Rgb PP. These are used to drive attributes of shaders or
textures on a per-particle basis.
• Ten predefined outputs for user-defined attributes that you can add to
the particle shape. Five are scalar attributes and five are vector (see ””
on page 137).
• Two outputs, birthPosition and worldBirthPosition, that correspond to
two optional attributes (with the same name), which you can add to
your particles.
Note You still have to add attributes to the particle shape, where
applicable. The Particle Sampler Info node just gets attribute
values, if they are present. For example, making a connection
from the Particle Sampler Info node parentU to the shader tells
the sampler info node to get parentU if it’s there, and use it in
the shading. You still have to add parentU to the particle shape.
The Particle Sampler Info node has no association with any particular
camera, unlike the samplerInfo node. The two nodes are similar in that
both provide data to shaders to use in shading samples. They are different
in that much of the data the samplerInfo node provides is camera-
dependent.
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About > Particle Sampler Info node
Particle Texture
Sampler Texture Shader
placement
Info node
The advantage of this strategy is two-fold: you can use any type of
texture, and you can use the controls on the texture placement node.
• The second strategy uses the Particle Sampler Info node to feed per-
particle attributes, such as rgbPP, directly to the shading or texture
node. The setup is:
The main advantage of this strategy is that it lets you control the per-
particle attribute using expressions, ramps, or the Component Editor and
see the result in the shading or texture node.
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How do I? > Create particles
Create particles
The Particle Tool lets you create and position particles individually or in
grids or spherical regions. By default, the Particle Tool creates particles
individually, one particle per mouse click. To change the tool options, see
”Set the Particle Tool options” on page 29.
Note Unless otherwise noted, the directions in this book for making
menu selections assume you’ve already selected the Dynamics
menu set. Also, this book describes how to edit attributes of
objects only with the Attribute Editor. You can also set many of
the attributes with the Channel Box or Attribute Spreadsheet. See
Basics for details.
To create particles
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How do I? > Create particles
Tips A particle object is not complete until you press Enter (Windows,
Linux, and IRIX) or Return (Mac OS X). You cannot use
Edit > Undo to undo the entire object until you press Enter or
Return.
If you want to undo individual particles before you press Enter
or Return, use the Backspace (Windows, Linux, and IRIX) or
Delete (Mac OS X) key to remove the particles in the reverse
order of creation. Alternatively, you can press the Insert
(Windows, Linux, and IRIX) or Home (Mac OS X) key to go into
editing mode, then click any particle and press Backspace or
Delete. Press Insert or Home to leave editing mode.
You can also change the position of one or more particles before
you press Enter or Return. Press the Insert or Home key then
drag the particle. Press Enter or Return to complete the particle
object.
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How do I? > Create particles
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2 | Particles
How do I? > Create particles
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How do I? > Place particles on a surface
5 Move the pointer into the workspace and press Enter (Windows,
Linux, and IRIX) or Return (Mac OS X) to create the grid.
Particles placed
on a surface
Note To make the particles move with the surface, parent them to the
surface. For more information, see the Basics guide.
Animate particles
You can animate particles in several ways:
• Animate transform attributes of a particle object (described in this
section).
• Edit the position, velocity, or acceleration attributes on an individual
particle basis. See ”Set attributes on a per particle basis” on page 54.
• Use or modify the motion an emitter imparts to the particles it
generates (see ”Emitters” on page 19).
• Apply fields, such as gravity, to particles (see ”Fields” on page 207).
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How do I? > Work with particle attributes
• Turn geometry into a collision object and bounce particles off it (see
”Particle collisions” on page 23).
• Create goals for particles and make the particles follow the moving
goal objects (see ”Goals” on page 21).
Note You can key transform attributes of an entire particle object, not
for individual particles in a particle object.
If you use a field or other forces on particles for which you key
transform attributes, also see ”Advanced particle topics” on
page 17
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2 | Particles
How do I? > Work with particle attributes
Static attributes
Static attributes are attributes the particle object has by default. For
example, a particle object’s transform node has the static attributes
Translate X, Rotate Y, Scale Z, and so on. A particle object’s shape node
has many static attributes that are listed in the Particle Attributes section
of the Attribute Editor.
You can set the values of these attributes with the Attribute Editor,
expressions, and other techniques after you create the object. The values
you specify for static attributes apply to all particles in the particle object.
Dynamic attributes
Dynamic attributes have predefined names and purposes. Maya adds
dynamic attributes to the particle object in response to your user interface
selections. An object has no dynamic attributes unless your actions cause
Maya to add them to the object.
You can set per object and per particle opacity and color of a particle
object. The procedures require you to add dynamic per particle or per
object attributes for the opacity and color. See ”Per particle and per object
attributes” on page 36 for details on per particle and per object attributes.
You can also add default dynamic attributes for tuning particle render
types (see ”Add dynamic attributes” on page 34). For example, suppose
you select a particle object and display the Render Attributes section of the
Attribute Editor. If you select Spheres as the Particle Render Type then
click the Add Attributes For Current Render Type button, Maya adds a
Radius attribute. The Radius attribute appears at the bottom of the Render
Attributes section:
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How do I? > Work with particle attributes
For example, suppose you select the Points render type and want to adjust
only the point size of the particles. You can add only the attribute that sets
the point size, while not adding any others.
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How do I? > Edit particle attributes
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How do I? > Choose how particles render
Tip You can also use the Attribute Spreadsheet or Channel Box to
edit particle attributes. Be aware, however, that only the
Attribute Editor displays all particle attributes that you can edit
interactively.
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2 | Particles
How do I? > Choose how particles render
Points
The Points render type displays particles as points. This is the default
render type.
MultiPoint
The MultiPoint render type displays each particle as multiple points. The
extra points make the particle object appear denser. You can use this
render type to create dust, clouds, mist, or other gaseous emissions.
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2 | Particles
How do I? > Choose how particles render
Streak
The Streak render type displays moving particles with an elongated tail.
This render type enhances the display of objects such as meteors or rain.
The streak length is based on the velocity of the particle, so if the particles
are stationary or moving slowly, you won’t see the particles.
MultiStreak
The MultiStreak render type is a combination of Streak and MultiPoint
render types; it displays multiple points with tails for each moving
particle. The faster the particles move, the longer the tails.
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How do I? > Choose how particles render
Sprites
The Sprites render type lets you display a texture image or image
sequence at each particle. Each particle can display an identical or
different image or image sequence. Depending on the type of texture
image you use, you can use sprites to create effects such as smoke, clouds,
fog, and stars.
A sprite appears as a small rectangle until you map a texture image to it.
The image faces the camera directly regardless of the camera’s position or
orientation.
If the texture image lacks an alpha channel, the image is opaque and
occupies the sprite rectangle. If the texture image has an alpha channel,
the sprite uses the image’s transparency. To avoid displaying the
rectangle, you must make the peripheral parts of the original texture
image transparent.
These sprites use a texture image These sprites use a texture image that
lacking an alpha channel, so the has an alpha channel. The “1” in the
rectangles are displayed. image is opaque. The rest of the image is
transparent. The rectangles are invisible.
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2 | Particles
How do I? > Choose how particles render
• adds a creation expression and runtime expression that enables all the
wizard options
• connects a ramp to the spriteNumRamp attribute
• sets the particle render type to Sprites and adds the attributes for
sprites
• assigns the images you specify to the sprites
Note The image files you use as sprites must have filename extensions
in the format file.n, not file.000n (zero-padded extensions).
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2 | Particles
How do I? > Choose how particles render
All the existing settings in the Sprite Wizard are used with the new
image sequence.
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2 | Particles
How do I? > Choose how particles render
Spheres
The Sphere render type displays particles as opaque spheres. You cannot
display the spheres with transparency.
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2 | Particles
How do I? > Choose how particles render
Numeric
The Numeric render type displays the current values of any attribute of
the particle object. This is useful when you want to know the value of an
attribute such as velocity at a certain frame. By default, Maya displays
particle ids for the Numeric render type.
Particles displaying
particle id
Blobby surface
The Blobby Surface render type displays particles as metaballs. Metaballs
are spheres that blend together to form surfaces. Blobby Surfaces appear
only in software rendered images.
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How do I? > Choose how particles render
Cloud
The Cloud render type displays particles as blurred or cloudy metaballs.
Metaballs are spheres that blend together to form surfaces. Clouds appear
only in software rendered images. See ”Create raytraced shadows with
particles” on page 126.
Tube
The Tube render type displays particles as tubes. Tubes appear only in
software rendered images.
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2 | Particles
How do I? > Use lights, reflections, refractions, and shadows
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2 | Particles
How do I? > Use lights, reflections, refractions, and shadows
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2 | Particles
How do I? > Set particle color
Note Sometimes, unlit particles may appear brighter than lit ones
when viewed in the hardware renderer. To fix this problem,
subsitute the particle type with small radius spheres.
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How do I? > Set particle color
If you use two or more of the methods, the one highest in the above list
takes precedence. For example, if you add both per object and per particle
attributes, the per particle attribute (rgbPP) controls the color.
Note See ”Per particle and per object attributes” on page 36 for more
details on per particle and per object attributes.
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How do I? > Set particle opacity
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How do I? > Set particle lifespan
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How do I? > Set particle lifespan
Tip If your particles aren’t dying, make sure you haven’t set Lifespan
to a large number—one that exceeds the time duration of the
scene’s Time Slider.
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How do I? > Set particle lifespan
5 If you want to change the random number stream for random range
lifespan, specify a value for General Seed.
Normally, you don’t need to change this value. If you want two
identical looking particle objects, you can set this value to match the
other particle object’s General Seed value.
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How do I? > Set attributes on a per particle basis
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How do I? > Set particle attributes with the Component Editor
If you add other per particle attributes to a particle object, for example,
rgbPP or opacityPP, the attributes appear at the bottom of the Per Particle
(Array) Attributes section.
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How do I? > Set particle attributes with the Component Editor
The particles are abbreviated pt[0], pt[1], pt[2], and so on. The number
in brackets is not the particleId. It’s an array index used internally by
Maya. If you want to be certain you’re setting the value of the correct
particle, select only that particle in the workspace. The Component
Editor displays only the selected particle.
5 Click the entry box you want to edit and enter a value for the desired
attribute.
You can drag through multiple boxes in rows or columns to enter the
same value for all. You can also click an attribute name to select and
enter a value for all particles listed in the table.
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How do I? > Set particle attributes with a ramp texture
The value you enter becomes the initial state value—the value of the
attribute at the first frame. Unless dynamic effects alter the value of
the attribute, this value is used for the entire animation. See ”Set the
initial state of dynamic objects” on page 392 for more details.
Many per particle attributes have vector values. A vector is a related
group of three components. For example, velocity is made of velocity
X, velocity Y, and velocity Z components. As another example, rgbPP
has a vector value made of R, G, and B components. These are labeled
rgbPP[0], rgbPP[1], and rgpPP[2] in the Component Editor.
If you’re unfamiliar with how to use vector components to set
position, velocity, or acceleration, experiment with the various
component values until you develop an intuitive sense of their effect
on motion.
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How do I? > Set particle attributes with a ramp texture
This creates a default ramp that controls the attribute as the particles
age.
3 In the Lifespan Attributes section of the Attribute Editor, set the
Lifespan Mode to Constant and set Lifespan to the number of seconds
you want the particles to exist in your animation.
4 In the Per Particle Attributes section of the Attribute Editor, right-click
the attribute box for which you just created a ramp, then select
arrayMappern.outColorPP > Edit Ramp.
The Attribute Editor displays the default color ramp that controls the
attribute. The three component values of the attribute are set to the
RGB values of the vertical component (V) of the ramp over the
particle’s lifetime. Values at the bottom of the ramp are used at the
beginning of the lifespan, values at the top are used at the end of the
lifespan.
age = lifespan
Default ramp for vector
array attributes
V
age = 0
U (unused)
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How do I? > Set particle attributes with a ramp texture
5 Edit the ramp’s RGB color values as desired (see Rendering for details).
You can use any numerical values for R, G, and B in the Color Editor
when you edit ramp values. Values outside the range 0 to 1 are valid,
but they have no meaningful color equivalent in the display of the
Texture Sample swatch. Do not edit HSV values or you’ll likely get
incorrect results.
The only attributes for which the color in the swatch necessarily
represent the component values of the attribute are rgbPP and
incandescencePP. For other attributes that don’t have color
equivalents, you can edit color values in the Color Editor by entering
values in the R, G, and B boxes rather than by clicking colors directly.
For example, you can set rampAcceleration to 100, 0, 0 at some point
in the lifespan by setting R, G, and B values of the corresponding
point in the ramp to 100, 0, 0. These values create a red color in the
ramp that’s identical to 1, 0, 0. However, adjacent points in the swatch
will be interpolated with 100, 0, 0 differently than with 1, 0, 0.
You can also change the color sequence by changing other ramp
attributes in the Attribute Editor such as Noise and Noise Frequency.
See Rendering for details on the ramp attributes.
Remember, the horizontal component (U) of the ramp has no effect on
the attribute by default. More precisely, the controlling component of
the ramp is the leftmost vertical edge of the Texture Sample swatch in
the Attribute Editor. To use the horizontal component as well, see
”Customize per particle attribute control with ramps” on page 61.
An example of a default ramp applied to emitted particles follows:
age = lifespan
age = 0
Color ramp applied to emitted particles
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How do I? > Set particle attributes with a ramp texture
Notes If you create a ramp for emitterRatePP, you control the emission
rate over time for a directional or omni emitting particle object.
The attribute exists in the particle object that emits, not in the
emitted particles. You cannot control lifespanPP with a ramp.
age = lifespan
age = 0
U (unused)
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How do I? > Set particle attributes with a ramp texture
Tip Age is the attribute used with ramps by default. You can also use
other attributes.
5 Edit the ramp’s R color values as desired (see Rendering for details).
You can use any numerical values for R in the Color Editor when you
edit ramp values. Values outside the range 0 to 1 are valid, but they
have no meaningful color equivalent in the display of the Texture
Sample swatch. Do not edit HSV values or you’ll likely have incorrect
values applied to the attribute.
Typically, opacityPP is the only attribute for which the color in the
swatch represents the values in the attribute. For other attributes that
don’t have color equivalents, you can edit color values in the Color
Editor by entering values in the R box rather than by clicking colors
directly.
You can also change the color sequence by changing other ramp
attributes in the Attribute Editor such as Noise and Noise Frequency.
See Rendering for details on the ramp attributes.
Remember that the horizontal component of the ramp has no effect on
the attribute. To use the horizontal component as well, see
“Customize per particle attribute control with ramps” below.
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How do I? > Set particle attributes with a ramp texture
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How do I? > Set particle attributes with a ramp texture
Tip If you use Particle’s Age for both Input U and Input V, the part
of the ramp that controls the attribute over the particle lifespan
is indicated by the diagonal line in the following figure:
age = lifespan
age = 0
For the default ramp above, using Particle’s Age for both Input
U and Input V has no advantage, because the ramp color doesn’t
change in a U (horizontal) direction.
If you edit ramp attributes to create a ramp such as the
following example, selecting Particle’s Age for both Input U and
Input V adds versatility to your control of the attribute:
age = lifespan
age = 0
You can even use a texture as input to the ramp’s color. For
example, you can map a 2D checker texture onto the color ramp
as follows:
age = lifespan
age = 0
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How do I? > Set particle attributes with a ramp texture
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2 | Particles
How do I? > Set particle attributes with a ramp texture
By default, the Min Value sets the lowest value the attribute has at the
beginning of its lifespan—the value at the bottom of the ramp. By
default, the Max Value sets the highest value the attribute has at the
end of its lifespan—the value at the top of the ramp.
Ramp example
Coloring particles according to distance from origin
In this example, we’ll use the V coordinate of a ramp to color particles
according to their distance from the origin. This example uses emitters
and fields, which are covered in the following chapters. You may want to
read about emitters and fields before doing this example. Or you can cut
and paste the MEL code into the Script Editor to create the emitters and
fields.
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How do I? > Set particle attributes with a ramp texture
particle;
connectDynamic -em emitter1 particle1;
2 Apply a radial field with Volume Shape set to Sphere to the particles.
Set the Magnitude to -2, set Attenuation to 0, and disable Use Max
Distance. Turn on Volume Exclusion and set Scale to 10, 10, 10. This
will keep the particles inside the volume.
To do this, you can copy the following Mel commands from the online
help and paste them into the Script Editor:
radial -pos 0 0 0 -name pushIn -m -2 -att 0 -typ 0
-mxd -1 -vsh sphere -vex 1-vof 0 0 0 -vsw 360 -tsr
0.5 ;
scale 10 10 10;
connectDynamic -f pushIn particle1;
3 Add per-particle color to the particles.
To do this, you can copy the following Mel command from the online
help and paste it into the Script Editor:
addAttr -ln "rgbPP" -dt vectorArray particleShape1;
4 Select the particle and display the Particle Attribute Editor. In the
space to the right of rgbPP, click the right mouse button and select
Create Ramp > to display the Create Ramp Options.
5 Set InputU to None (the default), Input V to rgbVPP, and Map to New
Ramp (the default). Click OK.
Notice that a new attribute called rgbVPP appears in the Attribute
Editor.
6 Right-mouse-click next to rgbVPP and select Runtime Expression
(before or after dynamics calculation). In the Expression Editor, copy
and paste the following line, and click Create:
rgbVPP = mag( position ) / 10;
The quantity mag(position) is always equal to the particle’s distance
from the origin. We’ve divided by 10, which is the maximum distance
any particle can be from the origin in our setup.
In other words, this expression says that the V input to the ramp will
have a value 0 if the particle is at the origin, and 10 if it’s all the way
out at the boundary of the sphere.
7 You may also want to make the particles a little bigger.
To do this, you can cut the following Mel commands from the online
help and paste them into the Script Editor:
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How do I? > Instance geometry to particles (single and animated)
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How do I? > Instance geometry to particles (single and animated)
The instances are not copies. They are references to the original object.
Any changes you make to the original object changes the instanced
objects. You can control the motion of the individual instanced objects by
animating the per particle attributes that control them.
The instanced geometry object, called the source geometry, can be:
• a single object, animated or not animated.
• a sequence of objects in different shapes or positions. An example of
an object sequence is a series of nearly identical bird objects in
different wing-flapping positions.
• different objects to be displayed at different particles.
You can use object hierarchies instead of individual objects as the source
geometry. Do not instance lights; they’ll have no effect in rendering.
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How do I? > Instance geometry to particles (single and animated)
Use the Move Up and Move Down buttons to change the order of the
objects. Use Add Selection if you want to add selected objects to the
list. Use Remove Items to remove objects from the list.
For example, suppose you create four birds in different flapping
positions:
• birdWingsHigh shows the wings over the bird’s head.
• birdWingsMid shows the wings at mid position.
• birdWingsLow shows the wings below its body.
• birdWingsMidCopy, is a copy of birdWingsMid. This object is
necessary so the wings cycle from low to high and high to low
positions.
An appropriate ordering for the objects in the Instanced Objects list is:
0: birdWingsHigh
1: birdWingsMid
2: birdWingsLow
3: birdWingsMidCopy
The number to the left of the object indicates the sequence position.
The 0 indicates the first object in the sequence.
4 From the Particle Object To Instance menu in the Particle Instancer
Options window, select the animated particle object that the instances
will follow.
Note that you can use emitted particles as the animated particles.
When the particles emit, the instanced geometry appears with the
particles.
5 Set the options as described in ”Particles > Instancer (Replacement)”
on page 153, then click Create.
Maya creates an instancer node that controls the instanced objects.
This node is where you can alter the attribute settings you made in the
Particle Instancer Options window.
6 To hide the source geometry, select the geometry and select
Display > Hide > Hide Selection.
You might also choose to hide the particle object being instanced. The
instancer doesn’t make the particles invisible. Note, however, that you
don’t need to hide the particles if you will software render the
animation. Particles don’t appear in software rendered images.
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How do I? > Instance geometry to particles (single and animated)
Tip If you want to move the rotation pivot point of the source object,
select the object and enter createInstancerPivot in the Command
Line. Thereafter, when you manipulate the rotation pivot in the
source geometry, the instanced geometry rotates the same. Maya
reorients any animation you previously applied to the translate,
rotate, scale, and shear attributes of the source object.
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How do I? > Instance strokes from Paint Effects
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How do I? > Deform particles
Tip Turn on Tube Completion. This lets you make a very short stroke
while the tube continues to grow until it reaches the end of its
number of segments.
Deform particles
Deformers let you influence particle positions in a variety of ways.
A bend
deformer
applied to
particles (left)
and geometry
(right)
To deform particles
1 Create a scene with particles.
2 Select the particle object.
3 In the Animation menu set, click Deform.
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How do I? > Make an object move with a dynamic parent
4 Select the deformer you want to use on the selected particle object.
You can deform particles with all deformers except for the skinning
and blend shapes deformers.
The deformers operate in the same way as they do for geometry. You
can also layer deformers.
You can also combine particle deformation with forces: deform the
particles, then apply the desired forces to the intermediate object.
Alternatively, you could apply forces to particles before the application of
a deformer.
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How do I? > Adjust frame-to-frame velocity conservation
Note that you can connect to any vector attributes of the group node.
For instance, you can connect a World Centroid attribute to the group
node’s Rotation or Scale attributes.
6 Select the child object (below the group node) and adjust its Translate
X, Y, and Z attribute values as necessary to relocate it to its original
position.
7 Play the animation.
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How do I? > Apply forces in an object’s local space
For example, suppose you apply gravity to a particle object to make it fall
through a glass floor. You also key the particle object’s Rotate Y attribute
to make it rotate around the origin’s Y axis as it falls. Suppose you need to
know the exact world space position of the particles so you can change
their color when they pass through the floor. You cannot get this
information with the position attribute, because it contains the local space
position.
You can get this information from the three world space counterpart
attributes for position, velocity, and centroid:
• worldPosition
• worldVelocity
• worldCentroid
The centroid attribute is a compound attribute consisting of centroidX,
centroidY, and centroidZ attributes. The worldCentroid attribute is a
compound attribute consisting of worldCentroidX, worldCentroidY, and
worldCentroidZ attributes.
You can read the value of worldPosition, worldVelocity, and
worldCentroid as inputs in the Connection Editor. You can read the value
of worldCentroidX, worldCentroidY, and worldCentroidZ in expressions.
You cannot set the values of any of these attributes.
The worldVelocity contains the difference between the worldPosition in
the current and prior frame. The worldVelocity is influenced by the
object’s (and object parent’s) Translate, Rotate, and Scale values, so it
includes the effect of keys you apply to them.
If you need to convert a particle object’s world space velocity to local
space velocity, be aware that you can use the worldVelocityInObjectSpace
attribute of a particle object.
There is no worldAcceleration attribute.
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How do I? > Control execution time of particle dynamics
When you connect an attribute to Input Force[0], if the two particle objects
have the same number of particles, the values input to Input Force[0]
match one for one. If the object containing Input Force[0] has less particles
than the object providing input, the remaining values are ignored. If it has
more, the last one is repeated.
Input Force[ ] also exists in the shape nodes of rigid bodies. It works on
CVs or vertices the same as for particles.
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How do I? > Control execution time of particle dynamics
Note that when you create a particle object or an emitter emits a particle
object, Start Frame is set to 1.0, by default. The value is the duration of a
single frame in the current setting for time units.
To set the Start Frame of a particle object, select the particle object and
enter a value for Start Frame in the Time Attributes section of the
Attribute Editor.
Important If you change the time units setting, you must set the Start
Frame to the correct initial value so that Maya computes
the start time again.
An emitted particle object accepts emitted particles only at
frames greater than or equal to its Start Frame. For
example, to emit particles at frame number -5, set the Start
Frame of the emitted particle object to -5 or less.
Example
An emitter shoots particles up in a 150-frame animation. The following
steps show how to control the velocity of the particles by keying Current
Time.
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How do I? > Control execution time of particle dynamics
Frame Current
Time
0 0
50 100
100 110
150 200
At the beginning of the animation (frame 0), the Current Time of the
emitted particles is synchronized with the scene time. Both have the
value 0.
At frame 50, the Current Time is keyed to 100, twice the value of the
scene time. For frames 0 through 50, this adds twice as much time to
the action of the emitted particles as the scene time. The emitted
particles therefore move at twice the speed that would occur without
the manipulation of the Current Time.
At frame 100, Current Time is keyed to 110. From frames 50 to 100,
this slows the progression of time for the emitted particles relative to
the scene time. The emitted particles move at a slower speed than
would exist without the manipulation of the Current Time.
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How do I? > Control execution time of particle dynamics
At frame 150, Current Time is keyed to 200, once again speeding the
progression of time for the emitted particles. The particles move faster
again.
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How do I? > Duplicate particle objects
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How do I? > Duplicate particle objects
You can cause the field to influence the duplicate from the world
space position. In the dependency graph for the duplicate particle
shape node, break the field’s input connection to the particle shape
node, then use the Dynamic Relationships Editor to connect it to the
field.
Example
Suppose you create a particle grid and connect it to a radial field
positioned below it. You create a duplicate of the particle grid with
Duplicate Input Connections, then move the duplicate grid to a new
position. The right object mirrors the radial field’s effect even though the
radial field is positioned under the left object.
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How do I? > Assign image sequences to sprites
Important The image files you use as sprites must have filename
extensions in the format file.n, not file.000n (zero-padded
extensions).
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How do I? > Assign image sequences to sprites
The Start Cycle Extension and End Cycle Extension specify the
filename extension number of the first and last files available for
cycling. The By Cycle Increment sets whether each frame is available
for cycling every other frame, every third frame, and so on.
For example, to use every file of a 30-file sequence starting with
Smoke.0, you would set the Start Cycle Extension to 0, the End Cycle
Extension to 29, and the By Cycle Increment to 1. To use every other
file of the same file sequence, you would set By Cycle Increment to 2.
In other words, you could cycle through Smoke.0, Smoke.2, Smoke.4,
and so on.
13 Turn on Use Frame Extension.
14 Because file textures load only on demand, you must set keys to force
the Frame Extension value to go from Start Cycle Extension to End
Cycle Extension consecutively during the frames are required. You
can do this with simple keyframes, set driven key, or an expression.
For example, if Start Cycle Extension is set to 1, End Cycle Extension
is set to 10, and By Cycle is set to 1, you would do the following:
• Go to frame 1, set Frame Extension to 1, and set a key.
• Go to frame 10, set Frame Extension to 10, and set a key.
15 If you want to assign an identical image sequence to all the sprites, do
the procedure that follows, “Assign an identical image sequence to all
sprites.” If you want to assign a different image sequence to each
sprite, do the procedure ”Assign a different image sequence to each
sprite” on page 85.
Smoke.0 1
Smoke.1 2
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How do I? > Assign image sequences to sprites
Smoke.2 3
Smoke.3 4
— —
Smoke.29 30
If you set the Start Cycle Extension to 0, the End Cycle Extension to 29,
and the By Cycle Increment to 2, the pool of images and Sprite Num
values that represent them are:
Smoke.0 1
Smoke.2 2
Smoke.4 3
Smoke.6 4
— —
Smoke.28 15
You can set keys or write an expression to animate Sprite Num and
thereby cycle through the images. All sprites display the same image each
frame.
For instance, if the start frame of your scene is frame 0 and you have 30
images named Smoke.0 through Smoke.29, you can use this creation
expression:
particleShape1.spriteNum = (frame % 30);
and this runtime expression:
particleShape1.spriteNum = (frame % 30);
As the animation plays, all sprites cycle through the 30 images. At frames
0 through 29, the sprites display Smoke.0, Smoke.1, Smoke.2, and so on
through Smoke.29. At frame 30, the cycle repeats for the next 30 frames.
See Expressions for details on writing expressions.
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How do I? > Export particle data
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How do I? > Create emitters
Create emitters
The following procedures describe how to create emitters with default
settings. For details on other settings, see ”Set emitter attributes by typing
entries” on page 90. In the following procedures, you must play the
animation as the final step to see the particles emit.
You cannot add an emitter to an object if the emitter already has some
other technique controlling its translate attributes. Furthermore, after you
add an emitter to an object, you cannot control the emitter’s translate
attributes with another technique, for example, an expression.
If you select only some of an object’s CVs, vertices, or particles, the emitter
applies only to those selected.
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How do I? > Create emitters
2 Select Particles > Emit from Object > to display the options
window.
3 Select Omni or Directional from the Emitter Type pop-up menu.
4 In the options window, click Create.
Tips The MEL emit command lets you add particles to selected
positions of an existing particle object without creating an
emitter. You can set the values of any per particle attributes for
the created particles. This lets you create effects similar to
emission but with greater control.
For example, you can make emitted particles use the attribute
values of the emitting particles. You can also use the emit
command in an expression to make particles emit at the point
where particles die.
For detailed examples of the emit command, see the online MEL
Command Reference: Alphabetical.
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How do I? > Create emitters
Sphere
Cube Cylinder
Cone
Torus
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How do I? > Edit attributes of an emitter
Sometimes it’s easier to select the emitter in the Outliner. If you are
emitting from an object rather than position, the emitter is indented
under the object’s name in the Outliner.
Select Display > Hide > Hide Selection.
2 To display the icon again, select Display > Show > Show Last Hidden.
To delete an emitter
1 Select the emitter.
2 Press Backspace (Windows, Linux, and IRIX) or Delete (Mac OS X).
When you delete an emitter, the emitted particle object is not
automatically deleted. If this particle object isn’t connected to other
items in the scene, you can delete it also. Use the Outliner to delete it.
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How do I? > Edit attributes of an emitter
• Display the Attribute Editor or use the Channel Box to set the
attributes as described in ”Set emitter attributes by typing entries”
on page 90.
• You can edit the most commonly used emitter attributes with the
workspace manipulators. See ”Change emitter attributes with
workspace manipulators” on page 90.
Tips You can key the emitter position or parent the emitter to a
moving object the same as for any other object. See Animation for
information on setting keys.
If you see clumps of particles or irregular emission direction
when you animate the motion of an emitter, try the following
remedies to smooth the emission:
Make sure the Playback Speed is set to Play every frame in the
Playback Speed pulldown in the Window > Settings/
Preferences > Preferences > Timeline window.
Increase the Rate or Max Distance setting in the emitter.
Select Solvers > Edit Oversampling or Cache Settings to increase
the Over Samples value.
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How do I? > Edit attributes of an emitter
Attribute toggle
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How do I? > Edit attributes of an emitter
Direction X, Y, Z
Click inside the blue box. A manipulator identical to the Move tool
appears. Drag the center to move in all directions, or drag one of the
arrows to move with directional constraint. This manipulator appears
only for directional point emitters.
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How do I? > Edit attributes of emitted particles
Spread
Drag the dot icon roughly perpendicular to the emission direction. This
displays a cone that indicates the Spread angle. When you drag the dot, a
line appears in the workspace indicating the direction you can drag.
Tip You can enhance the motion of the emitted particles by applying
fields such as gravity to the emitter or emitted particles.
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How do I? > Edit attributes of emitted particles
To change the motion of the emitted particles in mid flight, you can key
their Translate, Rotate, or Scale attributes. This alters their position each
frame.
Example
Suppose you emit particles at a rate of 50 per second. If you display the
emitted particles as the Numeric render type, you might see the following
particles after you play seven frames.
If you set Level Of Detail of the emitted particles to 0.5, the emitted
particle object ignores roughly half the emitted particles. The following
particles are displayed after you rewind and play seven frames.
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How do I? > Duplicate emitters
Duplicate emitters
You can duplicate an emitter to reproduce the emission elsewhere. For
example, you can create an emitter that makes a cloud of particles, then
create an identical cloud elsewhere in the scene. You can make the
duplicate with or without the original’s connections to dynamic effects
such as fields. Expressions applied to the emitted particles are not
duplicated.
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How do I? > Connect emitters and particles
3 In the Duplicate Options window, click Edit > Reset Settings to turn
on default options.
4 Click Duplicate.
5 Select Particles > Connect to Time.
Emitters have a hidden Current Time attribute. For an emitter to work
when you play an animation, it needs an incoming connection to its
Current Time attribute. By default, the input to Current Time is
provided by the scene’s predefined time variable. (See ”Understand
the Current Time attribute” on page 79 for details.)
If you select Edit > Duplicate with default options, it doesn’t copy
incoming connections to the new object, so its dynamics don’t work.
This is why you select Particles > Connect to Time.
6 Drag the copied emitted particles and the copied emitting object away
from the originals.
Note The Seed number of the duplicate emitted particle object is the
same as the original. The duplicate’s emission randomness is
therefore identical to the original, by default. For details on
changing the randomness of emission, see ”Work with emission
randomness” on page 105.
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How do I? > Vary emission from different points of point emitters
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How do I? > Vary emission from different points of point emitters
at each point to enhance the irregularity found in natural fire. You cannot
vary emission on a per-point basis for objects whose Emitter Type is either
Surface or Curve..
Tip If you emit from a particle object, you can use an expression or
MEL command to obtain the id of all particles that emit the
particles. You can use the id to query the emitting object’s
attribute values, for example, acceleration, velocity, and
finalLifespanPP. To do this, you must add the parentId attribute
to the emitted particle shape node.
Note that if you use the MEL emit command to create the
particles that emit, the parentId attribute of those emitted
particles is always 0.
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How do I? > Vary emission from different points of point emitters
Note If you add CVs, vertices, or edit points after you add and tune
per-point emission rates, you can select Per-Point Emission Rates
a second time to set the additional entries for
emitterNameRatePP. However, the Attribute Editor
emitterNameRatePP entries no longer correspond to the same
identifiers for CVs, vertices, or edit points. You’ll need to correct
the emitterNameRatePP entries.
If you delete CVs, vertices, or edit points, delete the emitter,
create a new emitter, and choose Per-Point Emission Rates again.
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How do I? > Use a texture to color emission or scale the rate
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How do I? > Use a texture to color emission or scale the rate
Side view of
image
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How do I? > Use a texture to color emission or scale the rate
2 Select the emitted particles and add a per particle color attribute
(rgbPP) from the Add Dynamic Attributes section of the Attribute
Editor.
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How do I? > Use a texture to color emission or scale the rate
Tips To emit at distinctly different rates from parts of the surface, use
a texture with sharp contrast in luminance. For instance, use a
striped black and white texture.
If you see a few particles emitted from a seemingly wrong
position of the texture, check that the coloring in that area has
consistent luminance.
You can figure the exact luminance value of a color by adding its
RGB components and dividing by 3. For instance, the luminance
of RGB value 1, 0, 0 equals 1/3, or 0.33. The luminance of RGB
value 0, 0, 1 also equals 1/3, or 0.33. In other words, a saturated
red has the same luminance as a saturated blue.
9 Rewind and play the scene to see the texture-scaled emission rate.
Note that you must turn on Shading > Smooth Shade All to see
particle colors in your scene.
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How do I? > Tips for advanced users
When you rewind and play the scene, the particles emit from the
texture with the same color and position as the texture. Note that you
must turn on Shading > Smooth Shade All to see particle colors in
your scene.
8 Turn on the following attributes as desired: Inherit Opacity, Use
Luminance, and Invert Opacity.
Note If you set the opacityPP attribute of the emitted particle with an
expression or other technique, the attribute value overrides the
above attributes.
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How do I? > Work with emission randomness
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How do I? > Spread emission more evenly from NURBS surfaces
Tips You can use one emitter to emit two identical streams of
emission without having to duplicate an emitter. First, connect
two identical emitted particle objects to the emitter. Next, make
sure the Seed values are the same, and turn off Emission In
World (in the Emission Attributes section of the Attribute
Editor) for both emitted particle objects. Finally, move one of the
emitted particle objects away from the other.
If you connect several particle objects to multiple emitters and
want to know which Seed corresponds to a particle object,
examine the dependency graph in the Hypergraph.
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How do I? > Create goals
The default value is 200. Try doubling the value as many times as
necessary to get the desired evenness. Higher values increase
processing time. If you add two or more surface emitters to an object,
each uses the same Tessellation Factor.
Tips You can also tune surface emission direction with the Normal
Speed and Tangent Speed attributes. See ”Tangent Speed” on
page 147.
Create goals
You can make a particle object move towards one or more goal objects
with the following procedures. Note that you can create a soft body with
its original geometry as its goal (see ”Create soft bodies” on page 251).
If you make a trimmed NURBS surface a goal object, all its CVs become
the goal, including the CVs where the trimmed area exists. To correct this,
convert the NURBS surface to polygons with Modify > Convert > NURBS
to Polygons and then add the goal.
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How do I? > Edit goal attributes
Note To make particles follow the object’s transform rather than its
particles, CVs, vertices, or lattice points, you must select
Particles > Goal > to display the Goal options window. Turn
on Use Transform as Goal in the Goal Options window before
you add the goal.
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How do I? > Edit goal attributes
Tips To make the trailing particle object follow the goal object with
less oscillation, set the trailing particle object’s Conserve
attribute to a value less than 1, for instance, 0.8. A value of 0
prevents oscillation.
You can turn the effect of a goal object off or on without setting
goal weight. With the trailing particle object attributes displayed
in the Attribute Editor, turn off the Goal Active attribute
associated with the goal object.
Set goal
weight here
If the particle object has multiple goal objects, you’ll see a goal weight
entry box for each object.
Tip In the Channel Box, the goal weight for the first goal object you
added is Goal Weight[0]. The second is Goal Weight[1] and so
on.
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How do I? > Edit goal attributes
Tip Using the Paint Soft Body Weights Tool, you can set goal
weights on a soft body on a per particle basis by painting on the
soft body surface (see ”Paint Soft Body Weights Tool” on
page 253).
Note If you create a ramp on goalPP, the ramp is mapped over the
lifetime of the particles; it’s not mapped over the surface of the
goal object. In addition, you cannot texture goals according to
emission.
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How do I? > Edit goal attributes
If the attributes don’t specify a valid position on the object, the closest
position on the surface or curve is used as the goal position instead. A
position is invalid if it is out of the object’s U and V range or it’s on a part
of the curve or surface that you’ve trimmed. To ensure the closest point is
used, specify a value of -1.
See ”Add dynamic attributes” on page 34 for details on adding attributes.
You can set the value of these attributes with an expression, MEL script,
or other attribute editing technique.
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How do I? > Animate goal behavior
that consists of a curve’s CVs, the offset directs the particles to each CV
plus the goalOffset. The goalOffset attribute is a per particle vector
attribute.
See ”Add dynamic attributes” on page 34 for details on adding attributes.
You can set the value of this attribute with an expression, MEL script, or
other attribute editing technique.
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How do I? > Make particles collide with a surface
Effective
goal weight
0 Goal Weight 1
attribute value
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How do I? > Edit particle collision attributes
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How do I? > Edit particle collision attributes
Tip You can speed up scene play in a scene that has particles
colliding with complex surfaces. Select the collided surface,
display the Attribute Editor, select the geoConnector tab, and set
Tessellation Factor to a lower number. Be aware that this lessens
collision detection sensitivity.
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How do I? > Duplicate collision effects
If the particle object collides with two or more geometry objects, you’ll
see independent Resilience and Friction attributes for each geometry
object. The name of the associated geometry object is above the
attributes.
4 Enter a new value for Resilience or Friction. See ”Set bounciness on a
per geometry basis” on page 115 for a description of the attributes.
This doesn’t alter the existing Resilience and Friction of other particle
objects that collide with the geometry.
Tips You can set Trace Depth to 0 to make a particle object pass
through geometry. You can optionally add a traceDepthPP
attribute to a particle shape node to set collision detection
sensitivity on a per particle basis (see ”Work with particle
attributes” on page 33). When added, traceDepthPP appears in
the Per Particle (Array) Attributes section of the Attribute
Editor. The traceDepthPP setting overrides the Trace Depth
setting.
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How do I? > Emit, kill, or split particles upon contact
2 Select Edit > Duplicate > to display the Duplicate options window.
3 In the Duplicate options window, turn on Duplicate Input Graph and
click Duplicate.
4 Move the objects to a new location as desired.
Initial particle
object before
collision
After collision,
new particles are
emitted.
Collided surface
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How do I? > Emit, kill, or split particles upon contact
After you complete the following steps, when you play the scene and
a collision occurs, the event executes and passes values to the three
arguments defined in the procedure:
$particleObject—name of the particle object that collides with the
geometry.
$particleId—particle id number of the particle that collides.
$geometryObject—name of the geometry.
Be aware of these issues as you create the procedure:
• You do not need to use the contents of the arguments in your
procedure, but they must exist in the procedure definition.
• Name the MEL script the same as the procedure so that the procedure
is loaded into memory when you source the script.
• Put the MEL script in the maya/scripts (Linux, IRIX) or
/Applications/Maya 6.0/Application Support/scripts
(Mac OS X) directory so the script and its procedure are sourced
automatically each time you start Maya.
2 In the Script Editor, select File > Source Script to source the script that
contains the procedure.
If the procedure creates objects, Maya doesn’t delete them when you
rewind. Note also that you can source a procedure without sourcing
the script that contains it. See MEL for more details on working with
scripts and procedures.
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How do I? > Emit, kill, or split particles upon contact
If multiple objects
are shown here,
click a particle
object to select it.
All events belonging
to the selected
particle object are
displayed here.
Render particles
Before you can preview or render hardware particles, you must set up the
Hardware Render Buffer. For complete information on setting up the
Hardware Render Buffer, see Rendering “Hardware Render Buffer.”
The following procedure describes a typical set up; you may decide to use
a slightly different procedure.
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How do I? > Emit, kill, or split particles upon contact
Tip You can adjust the camera’s view within the Hardware Render
Buffer using the Alt (Windows, Linux, and IRIX) or Option
(Mac OS X) key and the mouse buttons.
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How do I? > Preview hardware particles
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How do I? > Preview hardware particles
Important!To render particles with Motion Blur, you must either turn
on the particle’s Cache Data attribute or select Solvers > Create
Particle Disk Cache. Otherwise, the particle may behave
erratically when rendered.
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How do I? > Render hardware particles at final production quality
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How do I? > View rendered hardware particles
Important!To render particles with Motion Blur, you must either turn on
the particle’s Cache Data attribute or select Solvers > Create
Particle Disk Cache. Otherwise, the particle may behave
erratically when rendered.
9 Make sure all of the Display Options are off, and that the Background
Color is black.
10 Close the Hardware Render Globals Attribute Editor.
11 In the Hardware Render Buffer, select Render > Scale Buffer > 100%.
12 Select Render > Render Sequence.
The Hardware Render Buffer displays each frame as it is rendered.
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How do I? > View rendered hardware particles
Note Do not set options for the frame rate (-r) or for the frame range
and increment (-n). The existing Maya settings controls these
options.
Tip To improve fcheck play speed with large images, use options -s4
and -m4 to shrink and magnify the images. This decreases
memory usage and image quality, but displays the same image
size.
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How do I? > Apply shadow casting to particles
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How do I? > Create raytraced shadows with particles
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How do I? > Create raytraced shadows with particles
4 Select the particles and display the Attribute Editor. Click the
Attribute Editor tab for the shader, and find the shader attribute you
want to drive with the particle attribute.
5 Click the (map) button next to that attribute to display the Create
Render Node window.
6 In the Create Render Node window, select the Utilities tab. Under
Particle Utilities, click the Particle Sampler Info button.
This displays the Connection Editor with the Particle Sampler Info
node on the From side and the shader on the To side.
In the case of color, transparency, and incandescence, the Connection
Editor is not displayed when you click the Particle Sampler Info
button. Instead, Maya creates the new Particle Sampler Info node for
you, and automatically makes the following default connections:
• outColor -> color
• outTransparency -> transparency
• outIncandescence -> incandescence
7 Using the Connection editor, connect Particle Sampler Info node
attributes to shader node attributes however you wish.
The connection between the particle shape and the Particle Sampler
Info node is implicit— you don’t actually make it. The only
connection you make is between the Particle Sampler Info node and
the shader.
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How do I? > Create raytraced shadows with particles
3 Select the particleCloud tab, and press the button next to Life
Incandescence to display the Create Render Node window.
Now we’ll change some of the controls in the Particle Sampler Info
node.
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6 Select the particle shape and display the Attribute Editor. Click the
particleSamplerInfo1 tab.
7 Turn on Inverse Out Uv and re-render.
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7 Next to the Color attribute, press the map button to display the
Create Render Node window.
8 Click the Utilities tab, and under Particle Utilities, click the Particle
Sampler Info button.
This automatically creates a new Particle Sampler Info node and
connects its color output to the color attribute. (If you had already
created a Particle Sampler Info node, you could use that and connect it
directly, in the connection editor.)
9 Select the particle shape tab in the Attribute Editor. Under Per Particle
(Array) Attributes, right click on rgbPP and select Runtime Expression
(before or after dynamics calculation).
10 In the Expression Editor, enter the following expression:
particleShape1.rgbPP = <<
mag(particleShape1.velocity) /
10, 0.0, 1 -mag(particleShape1.velocity)/10 >>;
This tells Maya to change the particle color from blue to red as the
velocity increases.
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7 Select the particleCloud shader tab and click the map button for
Transparency (not Life Transparency).
8 In the Create Render Node window, click the Utilities tab and click the
Particle Sampler Info button (under Particle Utilities).
This create a new Particle Sampler Info node and connects its
outTransparency to the shader transparency. As with color and
incandescence, the outTransparency output automatically uses
opacityPP, if that attribute is present, otherwise it uses opacity.
Opacity and transparency have an inverse relationship: the more
opaque something is, the less transparent it is. If you connect the
outTransparency output of the Particle Sampler Info node, then the
node automatically converts opacity to transparency so that you get
the right result.
9 Add a light, play the scene about 50 frames, and render. A camera
view from the top, looking down the y-axis, is best. The particles will
appear more transparent the further they are from the origin.
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5 Select Attributes > Add Attributes. Click the Particle tab in the Add
attribute window.
6 Select parentU and click Add. Select parentV and click Add. Click OK.
7 Right-click on either parentU or parentV, select Runtime Expression
(before or after dynamics calculation) , and add the following
expression:
parentU = 0.7 + 2*(age/finalLifespanPP);
parentV = age /(1.5*finalLifespanPP);
We want the particles to get less dense and more noisy as they age,
the way smoke would.
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How do I? > Set Particle Sampler Info node attributes
Tip If you are not sure which Particle Sampler Info node goes with
which shader, put the shader in the workspace and use Graph |
Up and Downstream Connections to display the associated
utility nodes.
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How do I? > Set Particle Sampler Info node attributes
You cannot add attributes of arbitrary names and use them with the
Particle Sampler Info node. However, you can assign the value of any of
your attributes to the one that the particle sampler info node recognizes,
using an expression.
Example 1
Suppose you want to make the particles more noisy the further they are
from the origin. To do this you would animate the noise parameter of the
shader as a function of the magnitude of the particle’s position vector.
1 Create an emitter.
2 Select the particle shape and set the Render Type to Cloud.
3 Display the Attribute Editor and select Attributes > Add Attributes.
4 Click the Particle tab in Add Attribute window.
5 Add the userScalar1PP attribute to the particle shape.
6 Assign it a value with this runtime expression (before or after
dynamics calculation):
userScalar1PP = mag(position);
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The Particle Sampler Info node will fetch the value of userScalar1PP
and pass it to noise. In this example, we assigned userScalar1PP a
value using an expression, but we could have used a ramp to assign it
a value.
11 Add a light, play the scene. Select Window > Rendering Editors >
Render View and test render.
Example 2
Suppose you already had an attribute called myNoise, which you had
already written an expression on or connected to a ramp, and you wanted
to pass this value to the Particle Sampler Info node. Then you would do
this:
1 Add the userScalar1PP attribute to your particle shape.
2 Add this as the last line of your expression:
userScalar1PP = myNoise;
3 Select the particleCloud1 tab in the particle Attribute Editor.
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Reference > Particle Collision Event Editor
Related Topics
• ”To edit a particle collision event” on page 118
To show the Particle Collision Event Editor, select Particles > Particle
Collision Events.
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Event Type
Emit
Check this box to set the particle event type to Emit.
Split
Check this box to set the particle event type to Split
Random # Particles
Check this box to instruct the event to use a random number of
particles.
Num Particles
Adjust this value to affec the number of particles involved in the
event.
Spread
Adjust this value to affect the spread of the particles involved in the
event.
Target Particle
Input a particle into this field to be used as a target for the event.
Inherit Velocity
Adjust this value to affect the percentage of velocity that particles
inherit during the event.
Event Actions
Original Particle Dies
Check this box if you want the original particle to die during the
event.
Event Procedure
The Event Procedure is a MEL script procedure that will be executed
whenever any particle in the particle object that owns the event
collides with an object. The procedure must have the following format
and argument list:
global proc myEventProc(string $particleName, int
$particleID, string $objectName)
where $particleName is the name of the particle object that owns the
event, $particleID is the ID number of the particle in that object that
has collided, and $objectName is the name of the object against
which the particle collided.
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Reference > Sprite Wizard
Create Event
Creates the event
Delete Event
Deletes the event.
Close
Closes the Particle Collision Event Editor.
Sprite Wizard
Sprite Wizard
The particle SpriteWizard simplifies the process for displaying a texture
image or image sequences on particles. The particle Sprite Wizard leads
you throughthe steps necessary to associate image files with sprites. You
can assign a single image or a sequence of images to each particle. The
images can be assigned randomly, or using various criteria such as the
particleID or a ramp. You can also edit the sprites once you’ve created
them with the Sprite Wizard.
The Sprite Wizard automatically:
• assigns a Lambert material to the particle object
• adds a creation expression and runtime expression that enables all the
wizard options
• connects a ramp to the spriteNumRamp attribute
• sets the particle render type to Sprites and adds the attributes for
sprites
• assigns the images you specify to the sprites
For more information, see ”To use the Sprite Wizard” on page 41
Menus
Dynamics menu set
Particles >
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Maximum Corner
The x, y, z co-ordinates of the upper right corner of the 3D particle
grid.
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If you turn on this attribute, the size of the object emitting the particles
affects the rate of particles emitted per frame. The larger the object, the
greater the rate of emission. The attribute is off by default.
For surface emission, the rate is particles per centimeter of area per
second. For example, a 2 cm by 2 cm plane has an area of 4 square cm.
If the emission rate is 3, the plane emits roughly 12 particles each
second. If you use inches or other units, Maya converts the units to
centimeters to make the rate calculation.
For curve emission, the rate is particles per cm length per time unit.
For example, a 4 cm curve with a rate of 3 emits roughly 12 particles
per second.
If this attribute is turned off (the default), the emission rate is
absolute, instead of relative to object size, which is how previous
versions of Maya behave.
Use Per-Point Rates(Rate PP)
See ”Vary emission from different points of point emitters” on
page 97.
Need Parent UV
(NURBS Surface emitters only.) If you turn this on in the Emitter
Options window (before you create the emitter), Maya adds parentU
and parentV attributes to the particle shape and sets the
needparentUV attribute to on. You can use parent UVs to drive the
value of some other parameter such as color or opacity.
If you turn this on in the Attribute Editor or Channel Box (after you
create the emitter). Maya sets the needParentUV attribute to on, it
does not add the attributes.
Cycle Emission
Cycle Emission lets you restart the random number sequence of the
emission. You can use it to create simple cycles for games work.
If you set it to Frame, the sequence is restarted after the number of
frames you specify in Cycle Interval.
If you set it to None, the random number generator is not restarted.
Cycle Interval
Defines the interval in frames for restarting the random number
sequence when using Cycle Emission. Only available when Frame in
selected in the Cycle Emission drop-down menu.
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Distance/Direction Attributes
Min Distance
Sets the minimum distance from the emitter at which emission occurs.
You can enter a value of 0 or greater.
Particles are emitted randomly and uniformly between the Min
Distance and Max Distance.
Max Distance
Sets the maximum distance from the emitter at which emission occurs.
You can enter a value of 0 or greater, but it must be greater than Min
Distance.
Direction X, Y, Z
Sets the emission direction relative to the emitter’s position and
orientation. Available only for directional, curve, and volume
emitters.
Note With point emitters, the emitter’s position and orientation are set
by its Translate and Rotate attributes—Scale and Shear have no
effect.
The original speed of particles emitted by a Directional emitter is
equal to the Speed attribute of the emitter, which, by default, is 1
unit (cm) per second. The Direction X, Y and Z attributes do not
affect the speed.
The original speed of particles emitted by an Omni emitter is 1
unit per second in whatever direction the particles are emitted,
unless it’s been modified by the “Speed Random” attribute.
Spread
Sets the emission spread angle. This angle defines a conical region
where the particles are emitted randomly. You can enter any value
between 0 and 1. A value of 0.5 is 90 degrees, a value of 1 is 180
degrees. Available for only Directional and Curve emitters.
spread angle
Particles are
randomly
distributed
within the
conical area.
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Normal Speed
ct
io
n
Surface
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Normal Speed
Sets the magnitude of the normal component of emission speed for
surface and curve emission (see the following figures). The default
value is 1. You can enter a value of 0 or greater. Valid for surface and
curve emitters only.
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Section Radius
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Friction
Sets how much the colliding particle’s velocity parallel to the surface
decreases or increases as it bounces off the collision surface.
A value of 0 means that particles are unaffected by friction. A value of
1 makes particles reflect straight off along the normal of the surface. If
Resilience is 0 while Friction is 1, the particles don’t bounce.
Only values between 0 and 1 correspond to natural friction. Values
outside this range exaggerate the response.
Resilience 1 Resilience 1
Friction 0 Friction 1
Resilience 0 Resilience 0
Friction 1 Friction 0
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Reference > Particles > Instancer (Replacement)
Tips To make the trailing particle object follow the goal object with
less oscillation, set the trailing particle object’s Conserve
attribute to a value less than 1, for instance, 0.8. A value of 0
prevents oscillation.
You can turn the effect of a goal object off or on without setting
goal weight. With the trailing particle object attributes displayed
in the Attribute Editor, turn off the Goal Active attribute
associated with the goal object.
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Note You can apply the particle instancer two or more times to the
same particle object. When you select the particle object and
display the Instancer Attributes section of the Attribute Editor,
you’ll see an Instancer Nodes menu that lets you choose the
instancer node associated with the settings you want to modify.
If you select None and the Instanced Objects list has more than one
object listed, only the first object listed will be used as the instanced
object.
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Note If you select Sequential, Maya cycles through the objects in the
Instanced Objects list in the order shown. You can select a
different starting object for each particle with the
CycleStartObject (see ”particleShape” on page 156), but the order
of the cycling remains the same. For instance, one particle might
cycle through objects 0-1-2-3, while another cycles through 2-3-0-
1. No particle can cycle through 3-2-1-0.
To use an order different than the Instanced Objects list, select
None, create a custom attribute, select the custom attribute as
input to the Object Index option (see ”particleShape” on
page 156), then write a creation and runtime expression to set
the custom attribute appropriately as the scene plays.
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Nodes
Particle nodes
particleShape
All but one of the following options display a menu that lets you choose a
custom or static attribute as input. It is most common to use an expression
to set the value of a custom attribute being used as input to the options.
The options themselves are not attributes.
Not all static attributes in the menus have a practical application. For
instance, using worldVelocity as the input to the object’s Rotation might
not have a useful effect. The validity of each input attribute depends on
the context.
Except for the first three of the following options, you can set the input
attributes with per particle attribute values. You therefore can set values
differently for each particle.
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Forces In World
If you prefer that a field affect a particle object in its local space, select
the particles, display the Attribute Editor, and turn off Forces In
World.
Local
axis
Note that the orientation of the local axes of a particle object matches
the orientation of the world space axes unless you rotate the object.
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Emission Attributes
Max Count
Contains the maximum count of particles this shape will allow. If
some particles die off, new particles will again be accepted up to the
max count, and so on.
Level Of Detail
This attribute is currently only used to scale the amount of emission to
be used for quick motion tests without having to change emitter
values. This attribute affects only emitted particles.
Inherit Factor
Contains the fraction of emitter velocity that particles emitted into this
object inherit.
Emission In World
This boolean attribute tells the particle object to assume that particles
created from emission are in world space, and to transform them into
object space before adding them to the particle array. This makes the
particles respond as if they were in the same space as the emitter
when they are in some non-identity hierarchy.
Die on Emission Volume Exit
When this boolean attribute is set to true, if the particles were emitted
from a volume, they die when they exit that volume. By derfault, this
attribute is set to false.
Lifespan Attributes
Lifespan Mode
Live forever All particles live forever, unless killed by collision
events or emission volume exit.
Constant This setting allows you to input a constant lifespan
for the particles. The particles will die at the
specified time.
Random range This attribute must be set to enable Lifespan
Random (see below).
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General Seed
This attribute represents the seed for random number generation. It is
independent of all other random number streams.
Time Attributes
Start Frame
This attribute represents the frame after which dynamics will be
solved. No dynamics will play back for this object prior to startFrame.
Current Time
This attribute represents the current time in the timeline.
Collision Attributes
Trace Depth
This attribute represents the maximum number of consecutive
collisions that are detected within a frame for each particle. Particles
may collide fewer times, of course.
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Input geometry
Geometry Local Provides the point positioning data from the input
geometry’s local space. No world space
transformation is applied to the positions.
World Provides the point positioning data from the input
geometry’s world space. The world space
transformation is applied to the positions.
Particle Local Provides the point positioning data from the particle
object’s local space. The point positioning data from
the geometry are transformed into world space as
above, then into the particle object’s local space
using the inverse of the particle object’s world space
transformation. This puts the points in the same
space as the particle object’s position attribute.
Target Geo Space
This attribute lets you choose the coordinate space Maya uses to
position point data provided by the particle shape to the target
geometry.
Geometry Local Takes positions from the particle object’s position
attribute and transforms them into the target
geometry’s local space. It uses both the particle
object’s world space transformation and the target
geometry’s inverse world space transformation
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General Options
Position
Position of the instanced objects. The default setting is worldPosition.
Maya interprets the values of the selected attribute in the local space
of the Instancer node, not in world space. So if you move the Instancer
node, you move the instances also.
If you are an API developer, note that you can write an API to send
point data to the Instancer.
Scale
Scale of the instanced objects. The default setting is None, which use
the value of 1, 1, 1.
Shear
Shear of the instanced objects. The default value setting is None,
which use the value of 0, 0, 0.
Visibility
Sets whether display of each instanced object is on or off. The default
setting is None, which turns on the display of instances of all particles.
ObjectIndex
If you set the Cycle option of the Instancer to None, this option sets
which object from the Instanced Objects list is instanced for each
particle. If you set Cycle to Sequence, ObjectIndex is ignored.
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There are a few common techniques for using this option. In each case
you select a custom attribute as input to ObjectIndex, then write
expressions to control the attribute.
One technique is to use a creation expression to assign different values
for each particle to the custom attribute. Each value selects a different
object in the Instanced Objects list. The value 0 selects the first object
in the list, 1 selects the second, 2 selects the third, and so on.
Another expression-writing technique is to assign specific numbers
from the Instanced Objects list or use a random number function such
as rand( ) to assign each particle a different random object from the
list.
You can alternatively use a creation expression and runtime
expression to increment a custom attribute through an unusual object
sequence, for instance, 2-4-6-8.
The default setting is None, which sets the value to 0, the first object
on the list.
Rotation Options
RotationType
For the instanced objects, you can choose one of three methods to set
their orientation: Rotation, AimDirection, and AimPosition. Though
typically you’ll select the same method for all instanced objects, you
can select a different method for each object by using a per particle
expression to set the RotationType attribute.
To set the RotationType attribute, use a value of 0 for Rotation, 1 for
AimDirection, or 2 for AimPosition.
If you don’t provide a number, Maya uses whichever of the Rotation,
AimDirection, and AimPosition options that has an attribute input
selected. For instance, if you select an attribute input for AimPosition,
Maya uses AimPosition as the default.
If you select an attribute input for two or three of the RotationTypes,
Maya uses the first from this list: Rotation, AimDirection, and
AimPosition. For instance, if you select an input to both AimPosition
and AimDirection, Maya uses AimDirection. If you select an input to
Rotation, AimPosition, and AimDirection, Maya uses Rotation.
If you select no attribute inputs to Rotation, AimPosition, and
AimDirection, Maya uses Rotation.
Rotation
Sets the orientation of the instanced objects relative to their initial
orientation. See RotationType for details. Also see Rotation Units and
Rotation Order in the prior section.
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AimDirection
Sets the orientation of the instanced objects by specifying the direction
along which each instanced object points relative to the original
position of its local origin. The default setting is None, which uses the
value of 1, 0, 0. Also see RotationType.
Note that you can make an object point in the direction the particles
are moving by selecting velocity. See ”Aim instanced geometry” on
page 70 for more information.
AimPosition
Sets the orientation of the instanced objects by specifying the location
where each instanced object points relative to the original position of
its local origin. The default setting is None, which uses the value of 0,
0, 0. See RotationType for important details.
AimAxis
Specifies the object axis that points directly at the AimDirection or
AimPosition.
AimAxis is a vector attribute that works only with AimDirection and
AimPosition rotation types. The default setting is None, which uses
the value of 1, 0, 0.
AimUpAxis
Specifies the object axis that points up (as much as possible) relative to
how the AimAxis points at the AimDirection or AimPosition.
In this context, up is the direction the world up-axis points (see
AimWorldUp). AimUpAxis is a vector attribute that works only with
AimDirection and AimPosition rotation types. The default setting is
None, which uses the value of 0, 1, 0.
For example, suppose the AimPosition is set to the origin of the
workspace, and the world space Y-axis (0, 1, 0) is the AimWorldUp
value. An instanced object’s X-axis (1, 0, 0) is the AimAxis value, and
the object’s Y-axis (0, 1, 0) is the AimUpAxis value. As the instanced
object moves from left to right in the workspace, the object has the
following orientation:
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Origin
The object’s X-axis points directly at the origin wherever the object
moves in the workspace. The object is rolled around its X-axis as
necessary to keep its Y-axis aiming up as much as possible. Up is
defined by the AimWorldUp setting, which in this case is set to the
world’s Y-axis.
AimWorldUp
Sets, in world coordinates, the axis that indicates the up direction used
by the AimUpAxis. AimWorldUp is a vector attribute that works only
with AimDirection and AimPosition rotation types. The default
setting is None, which uses the value of 0, 1, 0. This attribute is
unaffected by the setting for the World Coordinate System’s Up Axis
found in the Window > Settings/Preferences > Preferences > Settings
window.
Cycle Options
CycleStartObject
If you set the Cycle option of the Instancer to Sequence,
CycleStartObject specifies the cycle’s starting object from the
Instanced Objects list. For example, suppose the list has four objects. If
the attribute that provides input to CycleStartObject is set to 3 for each
particle, each particle cycles through objects 3-0-1-2 repeatedly. The
default value is 0.
Age
If you set the Cycle option of the Instancer to Sequence, Age works
with the Instancer’s Cycle Step setting to set how often Maya changes
from one object to another.
For example, you can create an attribute named myAge, select it as
input to the Age option, then write a runtime expression to control
myAge as follows:
if (particleId == 0)
myAge = age;
if (particleId == 1)
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myAge = age * 2;
if (particleId == 2)
myAge = age * 4;
This causes the particle with particleId 1 to cycle through the objects
twice as quickly as particleId 0. The particle with particleId 2 cycles
four times as fast as particleId 0.
The default value is the particle age attribute setting.
Render Attributes
Depth Sort
This boolean attribute toggles depth sorting of particles for rendering
on or off. By default, it is set to false (off).
Particle Render Type
This attribute specifies the hardware rendering method for the
particles.
Render Stats
Render Stats are accessible from any object’s Attribute Editor.
For more information, search the online help for “Render Stats”.
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For more information, search the online help for “clip effect”.
Sprite Attributes
For more information, see ”Sprite attributes” on page 188.
Extra Attributes
For information on the ghosting attributes, see the Ghost Selected options
window section of the Animation guide.
Emitter
Many of the emitter node attributes are the same as the options available
in the Emitter Options window. See ”Particles > Create Emitter” on
page 144.
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Texture Rate
Enable Texture
Rate Allows you to connect textures to emitters to set
how many particles are emitted.
Emit From Dark When Emit From Dark is off, fully luminous parts of
the texture emit at 100% of the specified emitter rate.
Parts of the texture that lack luminance don't emit at
all. Other parts emit between 0 and 100% in
proportion to the luminance. In simple terms, bright
colors emit more than dark colors.
When Emit From Dark is turned on, the opposite
luminance scheme applies. Parts of the texture that
lack luminance emit at 100% of the specified rate,
while fully luminous parts don't emit at all.
geoConnector
Many of the geoConnector attributes are the same os the options in the
Collision Options window. See ”Particles > Particle Tool” on page 142.
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Reference > List of particle attributes
• If you are an API developer, be aware that there are more attributes
described in the online documentation. Use your internet browser to
go to the main Maya documentation page, then go to the Dependency
Graph Nodes page, and finally to the Particle page.
• The table omits the compound attributes centroid and worldCentroid.
Compound attributes consist of two or more component attributes.
The centroid attribute consists of centroidX, centroidY, and centroidZ
attributes. The worldCentroid attribute consists of worldCentroidX,
worldCentroidY, and worldCentroidZ You can use compound
attributes with MEL commands such as setAttr. For details, see the
online MEL documentation.
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Lifespan Attributes Attributes that determine the particle lifespan, which can make
particles disappear from the scene after they reach a specified age.
Lifespan is typically used with emitted particles. See ”Set particle
lifespan” on page 51.
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Collision Attributes Attributes that set how precisely collision detection occurs. See
”Avoid unexpected particle penetration of geometry” on page 116.
Soft Body Attributes Attributes for advanced users who want to tune soft body effects (see
Chapter 4, “Soft and Rigid Bodies”).
Goal Weights and Objects Attributes you can set if you add a goal to an object and connect it to a
particle object or soft body. See ”Goals” on page 21.
Instancer (Geometry Attributes that affect geometry instanced to animated particles. See
Replacement) ”Instance geometry to particles (single and animated)” on page 67.
Particle Seeds Attributes that alter the random number stream used by Maya to
create the random positions of emitted particles. See ”To make
particles live forever” on page 52.
Render Attributes Attributes that affect how particles are displayed and rendered. See
”Choose how particles render” on page 37.
Render Stats Attributes that set aspects of particle software rendering. See ”Add
reflections, refractions, and shadows” on page 46.
Per Particle (Array) Attributes Attributes you can set on an individual particle basis for several
commonly used motion and display features. See ”Per particle and per
object attributes” on page 36 and ”Set attributes on a per particle
basis” on page 54.
Add Dynamic Attributes Buttons for adding attributes that control commonly desired features
(see ”Add dynamic attributes” on page 34).
Extra Attributes Any custom per object attributes you’ve added. See ”Per particle and
per object attributes” on page 36.
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Normal Dir
Lets you tune the illumination of moving particles lit by a light added
to the scene. See ”Use lights with moving particles” on page 47 for
more details.
Point Size
Sets the size of the particle points. Point size is unaffected by camera
distance. Both far and near particles appear the same size in the
workspace.
Use Lighting
Illuminates particles using lights added to the scene. See ”Use lights
with moving particles” on page 47 for details.
Note After you add attributes for a particle render type, you can
change the render type and add its default Particle Render Type
attributes. Any attributes that don’t apply to the new render type
are dimmed.
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Reference > List of particle attributes
Point Size
Sets the size of the particle points. Point size is unaffected by camera
distance. Both far and near particles appear the same size in the
workspace.
Use Lighting
Illuminates particles using lights added to the scene. See ”Use lights
with moving particles” on page 47 for details.
Add Attributes For Current Render Type button
The added attributes follow:
Color Accum
Adds the RGB components of overlapping particles. Also adds
opacity values of overlapping particles. Generally, colors become
brighter and more opaque as they overlap.
Line Width
Sets the width of each streak.
Normal Dir
Lets you tune the illumination of moving particles lit by a light added
to the scene. See ”Use lights with moving particles” on page 47 for
details.
Tail Fade
Sets the opacity of the tail fade, from 0 to 1. A value of 1 makes the tail
completely opaque; a value of 0 makes the tail transparent.
Tail Size
Scales the length of the tail. A value of 1 gives the default length.
Values less than 1 shorten the tail; values greater than 1 lengthen the
tail.
Use Lighting
Illuminates particles using lights added to the scene. See ”Use lights
with moving particles” on page 47 for details.
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Color Accum
Adds the RGB components of overlapping particles. Also adds
opacity values of overlapping particles. Generally, colors become
brighter and more opaque as they overlap.
Line Width
Sets the width of each streak.
Multi Count
Sets the number of points you want displayed per particle.
Multi Radius
Sets the radius of the spherical region within which the particles are
randomly distributed.
Normal Dir
Lets you tune the illumination of moving particles lit by a light added
to the scene. See ”Use lights with moving particles” on page 47 for
details.
Tail Fade
Sets the opacity of the tail fade, from 0 to 1. A value of 1 makes the tail
completely opaque; a value of 0 makes the tail transparent.
Tail Size
Scales the length of the tail. A value of 1 gives the default length.
Values less than 1 shorten the tail; values greater than 1 lengthen the
tail.
Use Lighting
Illuminates particles using lights added to the scene. See ”Use lights
with moving particles” on page 47 for details.
Render attributes
Sprite Num
Sets the filename extension number of the texture file to be displayed
as part of a sequence of images. When you use the Sprite Wizard, the
Sprite Num attribute is ignored.The Sprite Wizard adds the per-
particle attribute SpriteNumPP, which overrides the Sprite Num
attribute.
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Sprite Scale X
Scales the image along the X-axis by a percentage. For example, a
value of 0.5 scales the image by 50%; a value of 2 scales the image by
200%.
Sprite Scale Y
Scales the image along the Y-axis by a percentage. For example, a
value of 0.5 scales the image by 50%; a value of 2 scales the image by
200%.
Sprite Twist
Sets the rotation angle of the image’s position in the scene. For
example, a value of 45 rotates the image 45 degrees counter-clockwise
about the Z axis.
Use Lighting
Illuminates particles using lights added to the scene. See ”Use lights
with moving particles” on page 47 for details.
Sprite attributes
Sprite Animation
Specifies how images are assigned to the sprites. Select one of the
following:
off - Each particle uses some fixed image throughout its lifetime.
on - Each particle displays a sequence of images in turn.
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Numeric
Add Attributes For Current Render Type button
The added attributes follow:
Attribute Name
Name of the attribute whose values are to be displayed. You can use
static, dynamic, or per particle attributes. See ”Work with particle
attributes” on page 33 for details.
Point Size
Sets the size of the particle points. Point size is unaffected by camera
distance. Both far and near particles appear the same size in the
workspace.
Selected Only
Displays the attribute value of currently selected particles only.
Click (the Select by Component Type icon) to select individual
particles.
Blobby Surface
Add Attributes For Current Render Type button.
The added attributes follow:
Radius
Sets the radius of the Blobby Surfaces.
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Reference > Sprite attributes
To set the radius on a per particle basis, add the radiusPP attribute,
then set its values. See ”Add dynamic attributes” on page 34 and ”Set
attributes on a per particle basis” on page 54.
Threshold
Controls surface blending between the particles. A value of 0 creates
no blending. Generally, blending increases as the value approaches 1,
then decreases again above 1. The Blobby Surfaces disappear if you
set the value too high.
Increasing Threshold displays the Blobby Surfaces smaller. Increase
the Radius if necessary. An example of the relationship between these
attribute values follows:
Radius
Threshold
Cloud
Add Attributes For Current Render Type button
The added attributes follow:
Better Illumination
Provides smoother lighting and shadowing at the expense of
increased processing time. See ”Use lights, reflections, refractions, and
shadows” on page 46 for details on using lights and shadows.
Radius
Sets the radius of the Clouds.
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Reference > Sprite attributes
To set the radius on a per particle basis, add the radiusPP attribute,
then set its values. See ”Add dynamic attributes” on page 34 and ”Set
attributes on a per particle basis” on page 54.
Surface Shading
Sets how sharply the Clouds are displayed. Enter a value between 0
and 1. A value of 1 displays the Clouds more distinctly; a value of 0
creates a cloudier effect.
Threshold
Controls surface blending between the Clouds. A value of 0 creates no
blending; a value of 1 creates maximum blending.
Increasing the Threshold displays the Clouds smaller, so you might
need to increase the Radius as you increase Threshold.
Maya assigns the default particle cloud shader to the particle object.
We recommend that you create and assign a unique particle cloud
shader. Using default shading groups can cause problems if you
duplicate the object. See ”Create raytraced shadows with particles” on
page 126 for information on setting particle cloud shader attributes.
Tube
Add Attributes For Current Render Type button
The added attributes follow:
Radius0
Sets a radius for the tube at its starting point. See the figure that
follows.
Radius1
Sets a radius for the tube at its ending point.
Tail Size
Scales the length of the tube. This value is multiplied by the particle's
velocity to set the tube length. The faster the particle moves, the
longer the tube.
Direction of motion
radius0 radius1
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Maya assigns the default Cloud particle material to the particle object.
This material is part of the default initialParticle shading group. You
can create and assign a different shading group with your own
custom material.
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Reference > Sprite attributes
attributeUPP or attributeVPP
Creates a custom attribute that controls the ramp component. The
attribute is named attributeUPP or attributeVPP, where attribute is the
name of the attribute that appears in the menu. You can set this
attribute with an expression, ramp, or the Component Editor.
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Note that you can also select attributeUPP or attributeVPP from the
Attribute Editor. Simply right-click the attribute box of the per particle
attribute that’s connected to a ramp, slide the pointer to the arrow to
the right, and select attributeUorVPP > arrayMapper2.outValuePP.
Other attributes
The Input U and Input V menus also lists all float array attributes in the
particle object. You can select one of the listed attributes to control the
ramp component.
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Reference > geoConnector attributes
geoConnector attributes
Resilience
Sets how much rebound occurs. A value of 0 makes particles collide
with no bounce. A value of 1 causes particles to rebound fully. A
value between 0 and -1 makes the particles pass through the surface
with refraction out the back side. Values greater than 1 or less than -1
add speed to the particles.
Friction
Sets how much the colliding particle’s velocity parallel to the surface
decreases or increases as it bounces off the collision surface.
A value of 0 means that particles are unaffected by friction. A value of
1 makes particles reflect straight off along the normal of the surface. If
Resilience is 0 while Friction is 1, the particles don’t bounce.
Only values between 0 and 1 correspond to natural friction. Values
outside this range exaggerate the response.
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Reference > geoConnector attributes
Resilience 1 Resilience 1
Friction 0 Friction 1
Resilience 0 Resilience 0
Friction 1 Friction 0
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Split
When on, colliding particles split into new particles. The number of
particles is specified in the Num particles box. The new particles
inherit the current age of the particles that split. The new particles
have the Points render type by default.
When you turn on Emit or Split, you can set the following attributes.
Random # Particles
When off, the particles will split or emit the number of particles in
Num particles. When on, a random number between 1 and the
number specified in Num particles is used.
Num particles
Number of particles that are split or emitted.
Spread
Sets the angle of a conical region where the particles are emitted
randomly. You can enter a value between 0 and 1. A value of 1 means
180 degrees.
Spread angle
Particles are
randomly
distributed
within the
conical area.
Target Particle
Specifies the particle object whose attributes are used by the new
particles. (The new particles become part of this object.) The target can
be an existing particle object or a new particle object. If you don’t
specify a target, a default name is assigned. To use the original
particle object’s render type, specify that object as the target.
Inherit Velocity
Sets how much velocity of the original particle is inherited by the new
particles after collision.
A value of 0 means the new particles do not inherit the velocity of the
original particle and do not bounce. A value of 1 means the new
particles inherit all the velocity of the original particles, so the
particles bounce. Values between 0 and 1 create a diminished bounce.
To make the new particles collide with the same surface, you must do
the steps in ”Make particles collide with a surface” on page 113.
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Note You can use the following attributes to execute a MEL script or
make particles die regardless of whether you are emitting or
splitting particles. You can also apply multiple events to the
same particle object to create various simultaneous effects.
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Life Color
Determines the color at a particular time in the life of the particle. You
can use the Particle Sampler Info node to animate this parameter over
a particle’s lifetime (see ”Particle Sampler Info node” on page 25).
Life Transparency
Determines the transparency at a particular time in the life of the
particle. You can use the Particle Sampler Info node to animate this
parameter over a particle’s lifetime (see ”Particle Sampler Info node”
on page 25).
Life Incandescence
Determines the incandescence at a particular time in the life of the
particle. You can use the Particle Sampler Info node to animate this
parameter over a particle’s lifetime (see ”Particle Sampler Info node”
on page 25).
Glow Intensity
Controls how much of a halo-like glow effect will be added to the
particle cloud. This glow effect is added as a post-process, after the
rendering is completed. Glow Intensity is zero by default, meaning
that no glow is added.
Transparency
Density
Similar to transparency; it controls how dense the cloud of particles
appears to be, and therefore how much of the background can be seen
through it. Increase this value to make the cloud more dense.
Blob Map
Specifies a scaling factor applied to the transparency of the particle
cloud. You can connect a 3d texture to it in order to give some internal
texture or shape to the cloud beyond what it gets from the particles.
Roundness
Controls the noise’s irregularity. The smaller the value, the less
rounded the shape.
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Roundness=1 Roundness=0
Translucence
Specifies a scaling factor for density that is used to compute shadows
only. The larger the translucence value, the more light penetrates. The
formula is:
density * (1 - translucence)
Translucence=0.4 Translucence=0.6
Built-in Noise
Noise
Controls the jitteriness within the particle cloud. If it is set to zero, the
cloud will look very smooth and uniform throughout. As the amount
of noise increases, the cloud will appear noisier, like static on a
television screen. Noise is set to 0.75, by default.
Noise Freq
Determines the size of the noise artifacts when Noise is turned on.
Higher values of Noise Frequency produce smaller, finer artifacts, and
lower values produce larger, coarser artifacts. If Noise Frequency is
set to zero, that is the same as turning Noise off.
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Reference > Particle Cloud attributes
Noise Aspect
Controls the distribution of the noise (when Noise is turned on). It is
zero by default, meaning that the noise is equally distributed in X and
Y. Positive values make the noise run perpendicular to the particle’s
path. Negative values make the noise run more parallel to the path.
Noise Anim Rate
Specifies a scaling factor that controls the rate of built-in noise changes
during an animation.
Solid Core Size
Determines the size of the core, which is the area where the particle is
opaque.
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such as clouds, fur, hair, marble, jade, wax, paper, leaves, etc. If you
set Translucence Coeff to 0 (the default), no light shows through the
object. If you set Translucence Coeff to 1, all the light shows through.
Diffuse Coeff must be set to a value greater than 0 to enable this
option.
Surface Shading Shadow
Determines if the surface shading is combined with the pre-
illumination, which contains shadows, if enabled (see the “Filter
Radius” attribute). Diffuse Coeff must be set to a value greater than 0
to enable this option.
Pre-illumination Controls
Filter Radius
Volumetric particles use pre-illumination, which evaluates the
lighting at each particle’s center by default. This can sometimes cause
popping if the illumination changes too fast in an animation, and is
especially noticeable if Surface Shading Shadow is on.
Filter radius lets you filter the pre-illumination results so the value at
each particle’s center will be the average of all the pre-illumination
results within the filter radius. Higher values increase render time but
produce smoother images.
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0 0
0.1 0.1
1 1
2 2
2.1 0.1
3 1
4 2
Clamp
If the actual age exceeds the normalization value, Maya uses the
normalization value. For example, if the normalization value is 2, as
the particle age, Maya uses the following values:
0 0
0.1 0.1
1 1
2 2
2.1 2
3 2
4 2
Normalization value
(Applies only if the Out UV Type is set to Absolute age.) Specifies upper
value of the age range. For example, if you use a value of 2, the
particles’ ages range from 0 to 2.
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Reference > Particle Sample Info Node
Inverse Out Uv
Uses 1 - Out Uv Coord in the final computation (instead of Out Uv
Coord). For example, if you have out Uv Type set so that the value is 1
when the particle is born and 0 when it dies. This applies to all Out
UV types.
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3 Fields
About Dynamics
Fields
Fields
You can simulate the motion of natural forces with dynamic fields. For
example, you can connect a vortex field to emitted particles to create
swirling motion.
Vortex field
connected to
emitted particles
Fields are forces that you use to animate the motion of particles, soft
bodies, and rigid bodies. A soft body is a polygonal surface, NURBS
surface, NURBS curve, lattice, wire, or wrap deformer that you convert as
described in ”Soft bodies” on page 245. A rigid body is a polygonal or
NURBS surface that you convert as described in ”Rigid bodies” on
page 246. You can create a field on an object or as a stand-alone force.
To combine the influence of fields with the keyed translation of particles
or soft bodies, see page 18. To combine the influence of fields with the
keyed translation of rigid bodies, see page 262.
Stand-alone fields
Stand-alone fields influence objects from a stationary or moving position
in the workspace. A stand-alone field is not owned by geometry. It is
represented by an icon in the workspace and by an independent node in
the Outliner.
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About > Fields
Object fields
Object fields are owned by an object and exert influence from the object.
An object field is represented by an icon on or near the object in the
workspace, and by an entry under the owning object in the Outliner. An
object can own multiple fields.
You can add fields to polygons, NURBS curves or surfaces, particle
objects, lattices, or curves on surfaces. You can make the field have
influence from some or all CVs, edit points, vertices, or lattice points.
Alternatively, you can make the influence occur from the average position
of the points.
You can add a field to all particles of a particle object, not just to some of
the particles. For a curve on surface, you can add fields to the entire curve
or to specific edit points, not to specific CVs. If you use edit points, add a
field only to the end edit points for best results.
Volume fields
You can select a volume to define the region in space in which particles or
rigid bodies are affected by any field in Maya. The volume shapes you can
use are cube, sphere, cylinder, cone, and torus.
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How do I? > Create fields and connect objects to them
Sphere Cylinder
Cube
Cone Torus
For example, if you create a Turbulence field and set its volume shape to
cube, only particles or rigid bodies within the region of the cube are
affected by the turbulence.
This works with all fields in Maya, as well as with the “Volume Axis
field”.
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How do I? > Create fields and connect objects to them
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How do I? > Create fields and connect objects to them
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How do I? > Edit field attributes
This adds the field to the selected points of the object. It also creates a
set of the points named fieldnameSet. You can edit set membership to
change the field points. See Basics.
4 In the Outliner, select the objects you want the field to influence and
Ctrl-select (Windows, Linux, and IRIX) or Command-select (Mac OS
X) the field.
The field is indented under the owning object.
5 Select Fields > Affect Selected Object.
6 Click the play button to see the field influence the connected objects.
To delete a field
1 Select the field in the Outliner or workspace.
In the Outliner, an object field is indented under the owning object.
2 Press the Backspace (Windows, Linux, and IRIX) or Delete (Mac OS X)
key.
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How do I? > Edit field attributes
Tip You can select the particle object connected to the field and the
Attribute Editor displays a tab for the field.
Tip You can animate field effects by setting the field attribute values
with keys or expressions. To turn off the effect of a field at some
frame, you can key the value of its Magnitude attribute to 0.
Make sure the key Tangents are Stepped if you want the
Magnitude to change abruptly to 0 rather than with a gradual
interpolation.
Tip You can select the particle object connected to the field and the
Attribute Editor displays a tab for the field.
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How do I? > Work with per-particle field attributes
• You cannot deform or tweak the field volume. You are restricted to
the volume types we provide—you can’t use general volumes.
• The field Max Distance attribute still applies with volumes.
• There is no API support for volume fields in 3.0 but there is some
support for the Volume Axis field.
• There are no manipulators for the field attributes.
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How do I? > Set field attributes with workspace manipulators
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3 | Fields
How do I? > Use manipulator icons
Attribute toggle
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3 | Fields
How do I? > Use manipulator icons
Most attribute manipulators work the same way. Drag the manipulator
icon away from the field icon to increase the value. Drag toward the field
icon to decrease the value. Attribute manipulators that require different
techniques follow.
Attenuation
Attenuation is represented by a curve that shows how quickly the field’s
strength falls off from the field’s position to the end of Max Distance. If
Max Distance is infinite, the curve is drawn 100 units long.
Direction X, Y, Z or Axis X, Y, Z
Click inside the blue box to display a manipulator that’s the same as the
Move tool. Drag the center to move in all directions, or drag one of the
arrows to move with directional constraint.
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How do I? > Duplicate fields
Duplicate fields
You can duplicate a an object connected to a field or an object that owns a
field. When you duplicate, you get a duplicate object and field.
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3 | Fields
How do I? > Air field
Types of fields
Air field
An air field simulates the effects of moving air. The objects you connect to
the air field accelerate or decelerate so their velocities match that of the air
as the animation plays.
You can parent an air field to a moving part of an object to simulate a
wake of air from the moving part. For example, if you have a character
walking through leaves or dust on the ground, you can parent an air field
to the foot.
You can use the following buttons and attributes in air fields. Note that
the Wind, Wake, and Fan buttons set the Air field attributes to default
settings suited to each effect. If you click one of these buttons, you can still
tune settings as desired.
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How do I? > Drag field
Drag field
Gravity field
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How do I? > Newton field
Newton field
A newton field pulls objects towards it. This lets you create effects such as
orbiting planets or tethered, colliding balls. This field is based on the
principle that a mutual attractive force exists between any two objects in
the universe, proportional to the product of their masses. As the distance
between the objects increases, the force of the pull decreases.
You can use a newton field to:
• attract objects to a stand-alone newton field.
• attract objects to a NURBS, polygonal, or particle object that owns a
newton field.
The newton field is influenced by the mass value of the connected objects.
See ”Mass values of objects” on page 221. Alos, see ”Fields > Newton” on
page 233.
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How do I? > Radial field
Radial field
A radial field pushes objects away or pulls them toward itself, like a
magnet. See ”Fields > Radial” on page 234.
Turbulence field
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How do I? > Uniform field
Uniform field
Vortex field
A vortex field pulls objects in a circular or spiraling direction. You can use
this field with particles to create effects such as whirlpools or tornados.
See ”Fields > Vortex” on page 239.
The Volume Axis field lets you move particles in various directions in a
volume. The motion imparted on the object is relative to the axis of the
volume.
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Reference > Fields > Air
You can use the Volume Axis field to create effects such as particles
flowing around obstacles, solar flares, mushroom clouds, explosions,
tornadoes, and rocket exhaust.
For example, you can specify the speed at which particles move around
the central axis of a volume. If you use a a cylinder volume shape, this can
create swirling gaseous effects.
The Volume Axis field provides most of the volume speed controls of the
volume emitter in the form of a field, and its attributes work just like the
corresponding volume emitter attributes. You can also invert the
attenuation (see the Invert Attenuation attribute on page 242).
Like the volume emitter, the volume field draws arrows to illustrate the
speed values you have set. These are not manipulators. As with the
emitter, you can turn them off, if you wish. See ”Fields > Volume Axis” on
page 240.
Reference Menus
Dynamics menu set
Fields
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You can animate the motion of the air field or the object that owns the
air field, or you can parent the air field to a moving object (see
”Example: Creating an air wake from a moving object” on page 220).
If you want the effect of the wake with a stationary air field, set Speed
to a value greater than 0.
Fan
Sets the Air Field attributes to default settings that approximate a local
fan effect. The connected objects move in a 45 degree spread along the
X-axis at 5 units per frame.
By default, the fan air field creates an air pattern similar to this:
Magnitude
Sets the strength of the air field, which sets the speed along the
direction the air is moving. The Magnitude and Direction X, Y, and Z
attributes set the wind velocity.
The larger the number, the stronger the force. You can use a negative
number to reverse the direction of the force.
Attenuation
Sets how much the strength of the field diminishes as distance to the
affected object increases. The rate of change is exponential with
distance; the Attenuation is the exponent. If you set Attenuation to 0,
the force remains constant over distance. Negative numbers are not
valid.
Note The strength of the air field drops quickly to zero when an object
approaches the Max Distance from the field. For a graphical
representation of how Attenuation affects the strength of a field
with distance, see ”Set field attributes with workspace
manipulators” on page 215.
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Direction X, Y, Z
Specifies the direction the air blows.
Speed
Controls how quickly the connected objects match the velocity of the
air field. If you set Speed to 0, the objects do not move. If you set
Speed to 1, the objects match the velocity of the air field almost
instantaneously.
Inherit Velocity (or Inherit)
When an air field is moving or parented to a moving object, Inherit
Velocity specifies how much the moving air field’s velocity that is
added to the Direction and Magnitude. Use a value from 0 to 1.
Velocity of
moving object
that air field
is parented to.
Effective velocity
with Inherit Velocity
set to 1.
Inherit Rotation
If you turn on Inherit Rotation and the air field is rotating or parented
to a rotating object, the air flow undergoes that same rotation. Any
changes in the rotation of the air field changes the direction that the
air field points. This is similar to a rotating fan or air coming from the
mouth of a character whose head is moving. Turning on Inherit
Rotation affects the effective velocity of the air field.
Inherit Rotation is turned on if you turn on the Wind or Fan buttons.
Component Only
If Component Only is off, the air field applies whatever force is
necessary to make the affected object's velocity match the air field's
velocity.
If Component Only is on, the air field applies force only in the
direction specified by the combination of its Direction, Speed, and
Inherit Velocity attributes. Also, no force is applied to slow an object
along that direction; force is applied only to increase the speed.
Only objects moving slower than the air field are affected. Objects
moving faster than the air field continue at that speed.
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Reference > Fields > Air
Spread
Enable Spread
Specifies whether to use the Spread angle. If Enable Spread is turned
on, only connected objects within the area specified by the Spread
setting are affected by the air field. The motion is spread radially
outward in a cone-like shape. If Enable Spread is off, all connected
objects within the Max Distance setting are affected by the air field.
The motion is uniform in direction.
If you set the Magnitude attribute to a negative value when Enable
Spread is turned on, the particles are attracted toward the field center.
You can use this to create an effect where the particles get “sucked
in.”
Spread
Represents the angle from the Direction settings within which objects
are affected by the air field. When Enable Spread is on, the air field
pushes from its point of origin in a cone-like shape.
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With a value of 1, any object in front of the air field are blown 180
degrees along the direction vector. With a value of 0, only objects
exactly in front of the air field are blown along the direction vector.
Values between 0 and 1 blow objects in cone-like shape along the
direction vector.
Tip If you set Spread to 0 and you don’t see your particles move, the
particles are not exactly in front of the air field. Use a Spread
greater than 0.
Distance
Use Max Distance
If you turn on Use Max Distance, connected objects within the area
defined by the Max Distance setting are affected by the air field. Any
connected objects outside the Max Distance are not affected by the air
field.
If you turn off Use Max Distance, all connected objects are affected by
the air field regardless of distance.
Max Distance
Sets the maximum distance from the air field at which the field is
exerted. You must also turn on Use Max Distance for Max Distance to
take effect.
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Reference > Fields > Air
Special Effects
Apply Per Vertex
Sets where the field emanates from the object. If you turn on Apply
Per Vertex, each individual point (CV, particle, vertex) of the chosen
object exerts the field equally at full strength. If you turn off Apply
Per Vertex, the field is exerted only from the average position of the
specified points.
If you are using the Attribute Editor, open the Special Effects section
to display the Apply Per Vertex attribute. Available for object fields only.
Volume shape
Volume determines the region where the field affects particles/rigid
bodies.
Volume
Choose one of None, Cube, Sphere, Cylinder, Cone or Torus.
Volume Exclusion
When Volume Exclusion is turned on, the volume defines the region
in space where the field has no effect on particles or rigid bodies.
Volume Offset X, Y, Z
Offsets the volume from the location of the field. If you rotate the
field, you also rotate the offset direction because it operates in local
space.
Note Offsetting the volume changes only the volume’s location (and
therefore, which particles the field affects). It does not change
the actual field location for purposes of computing field force,
attenuation, etc.
Volume Sweep
Defines the extent of rotation for all volumes except cubes. This can be
a value from 0 to 360 degrees.
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Reference > Fields > Drag
Section Radius
Defines the thickness of the solid portion of the torus, relative to the
radius of the torus’s central ring. The radius of the central ring is
determined by the field’s scale. If you scale the field, the Section
Radius will maintain its proportion relative to the central ring.
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3 | Fields
Reference > Fields > Drag
Distance
Use Max Distance
If you turn on Use Max Distance, connected objects within the area
defined by the Max Distance setting are affected by the drag field.
Any connected objects outside the Max Distance are not affected by
the drag field. Available in Attribute Editor only.
If you turn off Use Max Distance, all connected objects are affected by
the drag field, no matter how far away they are from the drag field.
Max Distance
Sets the maximum distance from the drag field at which the field is
exerted. You must also turn on Use Max Distance for Max Distance to
take effect. Available in Attribute Editor only.
Volume shape
See ”Volume shape” on page 229.
Special Effects
Available in the Attribute Editor for object fields only.
Apply Per Vertex
Sets where the field emanates from the object. If you turn on Apply
Per Vertex, each individual point (CV, particle, vertex) of the chosen
object exerts the field equally at full strength. If you turn off Apply
Per Vertex, the field is exerted only from the average position of the
specified points.
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3 | Fields
Reference > Fields > Gravity
If you are using the Attribute Editor, open the Special Effects section
to display the Apply Per Vertex attribute. Available in the Attribute
Editor for object fields only.
Distance
Use Max Distance
If you turn on Use Max Distance, connected objects within the area
defined by the Max Distance setting are affected by the gravity field.
Any connected objects outside the Max Distance are not affected by
the gravity field.
If you turn off Use Max Distance, all connected objects are affected by
the gravity field, no matter how far away they are from the gravity
field.
Max Distance
Sets the maximum distance from the gravity field at which the field is
exerted. You must also turn on Use Max Distance for Max Distance to
take effect. Available in Attribute Editor only.
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Reference > Fields > Newton
Note By default, the gravity field and most other fields have Max
Distance set to a value of -1 and Use Max Distance turned off.
The -1 value for Max Distance has no effect because the Use Max
Distance setting is turned off. If you turn on Use Max Distance,
the -1 value has the same effect as a value of 0—no objects are
affected by the field at any distance.
The -1 value is included for compatibility with previous releases
of Maya. If you turn on Use Max Distance and change the value
of Max Distance, you can enter a positive number only.
Volume shape
See ”Volume shape” on page 229.
Special Effects
Available in the Attribute Editor for object fields only.
Apply Per Vertex
Sets where the field emanates from the object. If you turn on Apply
Per Vertex, each individual point (CV, particle, vertex) of the chosen
object exerts the field equally at full strength. If you turn off Apply
Per Vertex, the field is exerted only from the average position of the
specified points.
If you are using the Attribute Editor, open the Special Effects section
to display the Apply Per Vertex attribute.
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3 | Fields
Reference > Fields > Radial
Attenuation
Sets how much the strength of the field diminishes as distance to the
affected object increases. The rate of change is exponential with
distance; the Attenuation is the exponent. If you set Attenuation to 0,
the force remains constant over distance.
Min Distance
Sets the minimum distance from the newton field at which the field is
exerted.
Distance
Use Max Distance
If you turn on Use Max Distance, connected objects within the area
defined by the Max Distance setting are affected by the newton field.
If you turn off Use Max Distance, connected objects are affected by the
newton field no matter how far away.
Max Distance
Sets the maximum distance from the newton field at which the field is
exerted. You must turn on Use Max Distance for Max Distance to take
effect.
Volume shape
See ”Volume shape” on page 229.
Special Effects
Available in the Attribute Editor for object fields only.
Apply Per Vertex
Sets where the field emanates from the object. If you turn on Apply
Per Vertex, each individual point (CV, particle, vertex) of the chosen
object exerts the field equally at full strength. If you turn off Apply
Per Vertex, the field is exerted only from the average position of the
specified points.
If you are using the Attribute Editor, open the Special Effects section
to display the Apply Per Vertex attribute.
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3 | Fields
Reference > Fields > Radial
Distance
Use Max Distance
If you turn on Use Max Distance, connected objects within the area
defined by the Max Distance setting are affected by the radial field.
If you turn off Use Max Distance, connected objects are affected by the
radial field no matter how far away.
Max Distance
Sets the maximum distance from the radial field that the field is
exerted. You must turn on Use Max Distance for Max Distance to take
effect.
Volume shape
See ”Volume shape” on page 229.
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3 | Fields
Reference > Fields > Turbulence
Special Effects
Apply Per Vertex
Sets where the field emanates from the object. If you turn on Apply
Per Vertex, each individual point (CV, particle, vertex) of the chosen
object exerts the field equally at full strength. If you turn off Apply
Per Vertex, the field is exerted only from the average position of the
specified points.
If you are using the Attribute Editor, open the Special Effects section
to display the Apply Per Vertex attribute.
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3 | Fields
Reference > Fields > Uniform
Noise Level
The greater the value, the more irregular the turbulence. The Noise
Level attribute specifies the number of additional lookups you want
done in the noise table. A value of 0 does only one lookup and is
equivalent to previous versions of Maya. The total turbulence value is
a weighted average of the lookups.
Noise Ratio
Specifies the weighting of successive lookups. The weights are
cumulative. For example, if you set Noise Ratio to 0.5, then successive
lookups are weighted 0.5, 0.25, and so on. Noise ratio has no effect if
the Noise Level is set to 0.
Distance
Use Max Distance
If you turn on Use Max Distance, connected objects within the area
defined by the Max Distance setting are affected by the turbulence
field.
If you turn off Use Max Distance, all connected objects are affected by
the turbulence field, no matter how far away they are from the
turbulence field.
Max Distance
Sets the maximum distance from the turbulence field that the field is
exerted. You must turn on Use Max Distance for Max Distance to take
effect.
Volume shape
See ”Volume shape” on page 229.
Special Effects
Available in the Attribute Editor for object fields only.
Apply Per Vertex
Sets where the field emanates from the object. If you turn on Apply
Per Vertex, each individual point (CV, particle, vertex) of the chosen
object exerts the field equally at full strength. If you turn off Apply
Per Vertex, the field is exerted only from the average position of the
specified points.
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3 | Fields
Reference > Fields > Uniform
Distance
Use Max Distance
If you turn on Use Max Distance, connected objects within the area
defined by the Max Distance setting are affected by the uniform field.
Any connected objects outside the Max Distance are not affected by
the uniform field.
If you turn off Use Max Distance, all connected objects are affected by
the uniform field, no matter how far away they are from the uniform
field.
Max Distance
Sets the maximum distance from the uniform field that the field is
exerted. You must turn on Use Max Distance for Max Distance to take
effect.
Special Effects
Apply Per Vertex
Sets where the field emanates from the object. If you turn on Apply
Per Vertex, each individual point (CV, particle, vertex) of the chosen
object exerts the field equally at full strength. If you turn off Apply
Per Vertex, the field is exerted only from the average position of the
specified points.
If you are using the Attribute Editor, open the Special Effects section
to display the Apply Per Vertex attribute.
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3 | Fields
Reference > Fields > Vortex
Distance
Use Max Distance
If you turn on Use Max Distance, connected objects within the area
defined by the Max Distance setting are affected by the vortex field.
Any connected objects outside the Max Distance are not affected by
the vortex field.
If you turn off Use Max Distance, all connected objects are affected by
the vortex field, no matter how far away they are from the vortex
field.
Max Distance
Sets the maximum distance from the vortex field that the field is
exerted. You must turn on Use Max Distance for Max Distance to take
effect.
Volume shape
See ”Volume shape” on page 229.
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3 | Fields
Reference > Fields > Volume Axis
Special Effects
Apply Per Vertex
Sets where the field emanates from the object. If you turn on Apply
Per Vertex, each individual point (CV, particle, vertex) of the chosen
object exerts the field equally at full strength. If you turn off Apply
Per Vertex, the field is exerted only from the average position of the
specified points.
If you are using the Attribute Editor, open the Special Effects section
to display the Apply Per Vertex attribute. Available for object fields only.
Tip If you use a vortex field with a particle object, you can set the
Conserve attribute of the particle object to influence of the
motion. If you set Conserve to 0, the particle object moves in a
circular motion. If you set Conserve greater than 0, you get a
spiraling motion.
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3 | Fields
Reference > Fields > Volume Axis
Attenuation
Sets how much the strength of the field diminishes from the central
axis of the volume axis field.
If you set Attenuation to 1, the strength of the field diminishes in a
linear manner from full strength at the central axis to zero strength at
the edge of the volume axis field. Values greater than 1 make the
strength of the field diminish to zero in an exponential manner—the
greater the value, the more rapidly the strength decreases.
A value of 0 makes the strength remain constant from the central axis
of the volume axis field to its edge (see also the “Invert Attenuation”
attribute on page 242).
Distance
Max Distance
Sets the maximum distance at which the field has an effect. You must
also turn on Use Max Distance for Max Distance to take effect.
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Reference > Fields > Volume Axis
Volume Offset X, Y, Z
Offsets the volume axis field from the actual location of the field.
Volume Sweep
Defines the extent of the rotation for all volume shapes except cube.
This can be a value from 0 to 360 degrees.
Section Radius
Defines the thickness of the solid portion of a torus volume shape.
Section Radius
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Reference > Fields > Volume Axis
Cylinder volume axis field with the Cylinder volume axis field with the
Attenuation set to 2 and Invert Attenuation set to 2 and Invert
Attenuation turned off. Notice the Attenuation turned on. Notice the
particles are moving faster in the particles are moving faster along the
center of the cylinder. edge of the cylinder.
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Reference > Fields > Volume Axis
Tip When working with volumes, it’s sometimes useful to set the
Conserve attribute to 0 in the particle shape. This keeps the
particles within the volume. Particles will not exit the volume
unless other forces act on them to make them do so. Also, see
”Keep particles inside the volume” on page 214.
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4 Soft and Rigid
Bodies
About Dynamics
Soft bodies
Soft bodies
You can recreate a geometric object as a flexible object called a soft
body. You can use various animation techniques to make the soft
body bend, ripple, and bulge like soft objects in nature.
This flag is a soft body with the Soft body flag created by Rob Tesdahl
influence of turbulence, gravity,
and per particle goal weights.
When you make a soft body from geometry or a lattice, Maya creates
a corresponding particle object. The particle object is indented under
the geometry in the Outliner. The combination of the geometry and
particles is a soft body.
The particle object has one particle for each CV or vertex in the
geometry. For a polygonal object, the particles exist at the vertices. For
a NURBS object, the particles exist at the CVs and are visible in the
workspace.
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About > Rigid bodies
Rigid bodies
Rigid bodies
A rigid body is a polygonal or NURBS surface converted to an unyielding
shape. Unlike conventional surfaces, rigid bodies collide rather than pass
through each other during animation. To animate rigid body motion, you
use fields, keys, expressions, rigid body constraints, or collisions with
particles.
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About > Rigid bodies
Maya has two kinds of rigid bodies—active and passive. An active rigid
body reacts to dynamics—fields, collisions, and springs—not to keys. A
passive rigid body can have active rigid bodies collide with it. You can key
its Translate and Rotate attributes, but dynamics have no effect on it.
For instance, to bounce a ball on a floor, you would make the ball an
active rigid body because it needs to fall with gravity and rebound after
colliding with the floor. You would make the floor a passive rigid body so
it doesn’t careen away from the ball when the ball bounces off it.
Dynamic animation of rigid bodies is controlled by a Maya component
called a rigid body solver. Dynamic animation of rigid bodies is motion
created by fields and collisions.
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About > Rigid body constraints
Note • You can create only one rigid body per object or object
group.
• Only one side of a rigid body surface can collide—the side
with normals facing outward. Error messages occur if rigid
bodies penetrate each other.
• Do not animate the scale or other deformations of a rigid
body.
• A curve cannot be a rigid body.
• A subdivision surface cannot be a rigid body.
• You can make a rigid body collide inside another. Place the
object inside the other object, reverse the normals or surface
of the outer object, then animate the inner object in an
outward direction.
• When you key a passive rigid body’s Translate and Rotate
attributes, the Time Slider doesn’t show key markers. Use
the Graph Editor to see the keys. You cannot remove keys on
these attributes with the usual techniques. See ”Warning
when you delete rigid body connections” on page 284.
• With rigid bodies, avoid using the Edit > Duplicate menu
item with Duplicate Input Connections or Duplicate Input
Graph. Use the Dynamics Relationship Editor to connect the
duplicate rigid body and fields.
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About > Springs
This chapter describes how to work with rigid body constraints. For
details on error messages that may occur as you work with rigid body
constraints, see ”Fix rigid body problems” on page 282.
Springs
Springs
You can add springs to a soft body’s particles to give the soft body
internal structure and improve your deformation control. You can also
add springs to regular particles to give them reactive, interconnected
motion. The number of springs and their stiffness alters the effect of the
springs.
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About > Springs
Particles
Springs
CVs
You can create springs on specific object components. For example, you
can select a pair of particles from different objects and create springs on
just those particles.
Object 2
Springs
Object 1
You can also create springs on emitted particles. This provides a cohesive
mass of particles, for example, a gas cloud.
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How do I? > Create soft bodies
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How do I? > Duplicate soft bodies
Tips The more CVs or vertices the original geometry has, the more
deformations that occur when you apply dynamics to the
resulting soft body. For instance, applying a field to a polygonal
cube with eight vertices per face causes less bulge and wiggle
than one with 16 vertices per face.
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How do I? > Paint Soft Body Weights Tool
Tip You can select the soft body for painting without opening the
Tool Settings window by right-clicking the soft body and
selecting the particle node from the Paint command submenu.
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How do I? > Paint Soft Body Weights Tool
Tip You can use the default hotkey Alt + c (Linux, IRIX, and
Windows) or Option-c (Mac OS X) to turn Color Feedback on
and off outside the Tools Settings Editor.
4 Select a brush, paint operation, and value and define other settings as
required. See ee ”Soft/Rigid Bodies > Paint Soft Body Weights Tool”
on page 303.
5 Drag the brush across the soft body.
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How do I? > Special uses of soft bodies
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4 | Soft and Rigid Bodies
How do I? > Special uses of soft bodies
Tip If you are going to use the lattice as a collision object, match the
size of the lattice closely to the size of the object’s bounding box.
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How do I? > Special uses of soft bodies
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How do I? > Use attributes for advanced applications
5 Play the animation and stop it when the soft body is deformed as
desired.
6 Select the soft body.
7 Select Edit > Duplicate > to display the options window.
8 In the options window, turn off Duplicate Input Graph and turn off
Duplicate Input Connections, then click the Duplicate button.
The copy is a snapshot of the soft body at the current frame.
9 In the Outliner, delete the particle object indented under the copy.
You can continue to adjust the field or expression to make additional
copies.
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How do I? > Create rigid bodies
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How do I? > Edit attributes of a rigid body
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4 | Soft and Rigid Bodies
How do I? > Edit attributes of a rigid body solver
To select the rigid body in the workspace, select the x-shaped icon that
exists near the surface. To select the rigid body in the Outliner, select
Display > Shapes in the Outliner, open the surface node, and select the
indented rigid body node.
2 Open the Attribute Editor and set the attributes.
Notes For many attributes, you can enter values that exceed the default
slider range by typing the value in the text box.
If you change attributes, rewind to ensure correct animation.
Note If you’ve created multiple solvers, first select the solver from the
list in Solvers > Current Rigid Solver >. For details on multiple
solvers, see ”Segregate collisions with multiple solvers” on
page 265.
The Attribute Editor is displayed with the rigid body solver attributes.
2 Set the Rigid Solver attributes.
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How do I? > Control complex motion and forces
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4 | Soft and Rigid Bodies
How do I? > Control complex motion and forces
2 Key the object’s Translate and Rotate attributes to give the object
motion.
3 At the first frame of keyed motion, select Soft/Rigid Bodies > Set
Passive Key.
This keys the Active attribute to the off setting and keys the object’s
current Translate and Rotate attribute values.
4 At the first frame where you want the dynamics to have control, select
Soft/Rigid Bodies > Set Active Key.
This keys the Active attribute to the on setting and keys the object’s
current Translate and Rotate attribute values.
5 Apply the dynamics to the object.
At a subsequent frame, you can switch control from dynamics to
Translate and Rotate keys by selecting Soft/Rigid Bodies > Set Passive
Key.
Tip When you animate rigid body motion with dynamics after keys,
the velocity that exists immediately before the switch to
dynamics is added to the dynamic motion. When you animate
rigid body motion with dynamics followed by keys, the rigid
body adopts the keyed position immediately when you switch to
keys. The prior dynamic velocity is not added to the keyed
motion.
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How do I? > Convert rigid body animation to keys
Contact attributes
A rigid body has read-only attributes that contain data on the contact
made with it during collisions. You can query the attributes in MEL
commands or expressions by using the attribute names in the table that
follows.
To accumulate data in these attributes, select the solver that controls the
rigid body, display the Rigid Solver States section of the Attribute Editor,
then turn on Contact Data attribute. The attribute values are zeroed out
each time you turn on Contact Data. Turning on Contact Data slows
playback.
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How do I? > Segregate collisions with multiple solvers
3 Select Edit > Keys > Bake Simulation > to display the options
window.
4 If you are baking rigid bodies that exist in a hierarchy, turn on the
Below setting for Hierarchy. If the rigid bodies are not in a hierarchy,
turn on Selected.
5 For the Channels setting, turn on From Channel Box.
This creates keys only for the attributes you select in the Channel Box.
You’ll select the attributes in a subsequent step.
6 For Time Range, turn on one of the following:
• Time Slider to convert the entire frame range.
• Start/End to specify a Start Time and End Time.
7 For the Sample By option, enter the frame increment by which you
want to create keys.
For example, if you leave it set to the default setting of 1, a key is
created at every frame.
8 Turn on Disable Implicit Control.
9 Select the Translate and Rotate attributes in the Channel Box.
This selects the Translate and Rotate attributes of all selected rigid
bodies.
10 Click Bake.
Maya creates the keys.
Tips Use the Graph Editor to simplify the animation curves created
when you bake the simulation. See Animation for details.
Simplifying the curves reduces the number of keys, which eases
your ability to edit the animation. If you simplify the curve too
much, you might alter the motion of the rigid body.
If you bake the simulation for a rigid body, you no longer need
the object’s rigid body node. You can remove such nodes to
speed scene processing.
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How do I? > Segregate collisions with multiple solvers
When you create the first rigid body in a scene, Maya creates a rigid body
solver that controls that rigid body and all others you create thereafter
unless you create a different solver. If you create a different solver, it
controls rigid bodies you create thereafter. Each solver has its own
independent attributes that affect the behavior of the rigid bodies it
controls. Note that you can connect a field to any rigid bodies, regardless
of the solver.
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How do I? > Create a Nail constraint
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4 | Soft and Rigid Bodies
How do I? > Create a Pin constraint
Initial position
Pin constraint
created with Set
Initial Position
turned off.
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4 | Soft and Rigid Bodies
How do I? > Create a Hinge constraint
Initial position
Pin constraint
created with Set
Initial Position set
to 0, 3, 0.
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4 | Soft and Rigid Bodies
How do I? > Create a Hinge constraint
If you don’t turn on Set Initial Position when you constrain a single
rigid body to a position, the Hinge constraint is created at the rigid
body’s center of mass.
If you don’t turn on Set Initial Position when you constrain a pair of
rigid bodies, the constraint is created at the midpoint between their
centers of mass.
Though a passive rigid body has a center of mass that Maya uses for
default positioning of Hinge constraints, Maya doesn’t use the center
of mass in dynamic calculations of passive rigid bodies.
Tip After you create the constraint, you can use the Move and Rotate
tools to change its position and orientation conveniently in the
workspace.
Direction of Motion
The Initial Orientation of this Hinge The Initial Orientation of this Hinge
constraint is along the X-axis. This constraint is along the Z-axis. The rigid
orients the hinge parallel to the body can swing like a pendulum
direction of the motion of the rigid around the Z-axis.
body. The rigid body does not swing.
Tip You can make a directional hinge, which always maintains the
direction of its axis. This is how the original hinge constraint
worked prior to Maya 4.5. After you create the hinge constraint,
set the Constraint type to directionalHinge in the Attribute
Editor or Channel Box.
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How do I? > Create a Spring constraint
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How do I? > Create a Barrier constraint
Tip After you create the constraint, you can use the Move and Rotate
tools to change its position and orientation conveniently in the
workspace.
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How do I? > Edit constraints
Edit constraints
After you create a constraint, Maya creates a constraint named for the type
of constraint. For example, rigidNailConstraint1 is the default name given
to a Nail constraint. To adjust a constraint’s attributes in the Attribute
Editor, you must first select the constraint in the Outliner or the constraint
icon in the workspace.
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How do I? > Edit constraints
Tip If you move a constraint in a frame other than the starting frame,
rewind to make the constraint animate properly.
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How do I? > Edit constraints
Relative To
For a constraint between a pair of rigid bodies, this lets you choose
where Maya recreates a constraint after you turn it on again. Your
choices follow:
Body 1 Recreates the constraint at the original distance and
orientation from the first of the two rigid bodies you
selected when you created the constraint.
Body 2 Recreates the constraint at the original distance and
orientation from the second of the two rigid bodies
you selected when you created the constraint.
Mid Point Recreates the constraint at the midpoint between the
two rigid bodies.
User Defined Lets you specify the position in the User Defined
Position X, Y, and Z boxes. These attributes are dim
unless you turn on User Defined.
Body 1 Body 2
Example
Suppose you create a pin constraint between two objects. The pin is
positioned as follows. The small square represents the pin’s location.
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How do I? > Key and parent constraints
Body 1 Body 2
Before making the pin constraint, the sphere was selected first and the
cylinder second. In the context of the Relative To attribute, the sphere is
therefore Body 1 and the cylinder is Body 2.
You then animate the movement of the cylinder in a direction
perpendicular to the constraint line icon. The constraint forces the sphere
to swing around the cylinder. If you key Constrain off for several frames,
the sphere is no longer constrained to the cylinder. It moves in its own
direction using the force previously applied to it by the constraint.
When you key Constrain on again in a later frame, the sphere will once
again be tied to the cylinder. You can set the location and orientation of
the pin by setting the Relative To attribute. This influences how the objects
interact with each other’s movement.
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How do I? > Create springs
Create springs
Create springs
The following procedures describe how to create springs within or
between objects, and how to create springs with emitted particles.
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How do I? > Edit spring operation
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How do I? > Edit spring operation
The springs try to reach their rest length when you play the scene. If
you set it to a value smaller than the length of the spring, the spring
contracts when you play the scene. If you set it to a value that is larger
than the length of the spring, the spring expands.
End1 Weight
Sets the amount of the spring’s force applied to the spring’s starting
point. You can enter a value between 0 and 1. A value of 0 means the
point is not affected by the spring forces; a value of 1 means the point
is fully affected.
End2 Weight
Sets the amount of the spring’s force applied to the spring’s ending
point. You can enter a value between 0 and 1. A value of 0 means the
point is not affected by the spring forces; a value of 1 means the point
is fully affected.
Note The order of particle creation establishes which spring points are
the starting and ending points. Because it’s hard to know which
points are the starting and ending points for a particle object
with many particles, End Weights are easiest to use with springs
between small numbers of particles.
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How do I? > Edit spring operation
In the above figure, the left and The right object stretches
right four-particle objects are less than the left because of
identical, but the right object has increased spring rigidity that
springs applied to it twice. The results from extra springs.
extra springs aren’t visible because
they’re superimposed.
Tips If you’ve animated spring attributes and don’t want to lose the
animation, simply remove all selected springs on the object and
add new ones. The new ones receive the prior attribute values.
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How do I? > Edit spring operation
Note You do not add per-spring attributes, like you add per-particle
attributes to particles. Per-spring Stiffness, Per-spring Damping,
or Per-spring Rest Length are built- in and those are the only
ones you can edit.
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What went wrong? > Fix rigid body problems
What Dynamics
went
wrong? Fix rigid body problems
As you work with rigid bodies and rigid body constraints, you might see
warning or error messages in response to your actions. Common
messages and solutions follow.
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What went wrong? > Fix rigid body problems
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What went wrong? > Fixing problems with constraints
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What went wrong? > Fixing problems with constraints
Gravity
Constraint is
stretching.
To avoid this situation, delete the end constraints and recreate them so
they are not perpendicular to the direction of the force.
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What went wrong? > Fix playback problems
Direction
of force
The ends of this group of constraints
are stationary and the falling cone’s
force is perpendicular to the
constraints.
Nail Nail
Pin
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What went wrong? > Fix playback problems
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What went wrong? > Fix playback problems
In short, it’s helpful to turn off Manage Particle Death for the spring object
associated with the following objects if they have undying particles:
• soft bodies
• objects made with the Particle Tool
• emitted particles
Do not turn off Manage Particle Death if any particles in the object die.
Springs attached to the particles won’t work correctly. This is true if
particles have ever died in the object. If you set current attribute values of
the particles for initial state operation at a point where no more particles
die, you still must not turn off Manage Particle Death.
To turn off Manage Particle Death, select the spring object and display the
Attribute Editor. Turn off the Manage Particle Death attribute in the
Spring Attributes section.
You edit per spring attributes but the editing doesn’t take
effect
You might have turned off Per-spring Stiffness, Per-spring Damping, or
Per-spring Rest Length, which means Maya uses the per object
counterpart attribute instead. Turn on the appropriate Use attribute.
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What went wrong? > Fix playback problems
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Reference > Soft/Rigid Bodies > Create Active Rigid Body
Reference Menus
Dynamics menu set
Soft/Rigid Bodies
Note The Rigid options window includes checkboxes for Set Center of
Mass, Set Initial Position, and Set Initial Velocity. These
checkboxes make the X, Y, and Z settings for Center of Mass,
Initial Position, and Initial Velocity available (or unavailable) for
editing. The Set Center of Mass applies only to active rigid
bodies.
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Reference > Soft/Rigid Bodies > Create Active Rigid Body
Center of Mass X, Y, Z
Specifies the position of an active rigid body’s center of mass in local
space coordinates. An x-shaped icon represents the center of mass. It’s
easiest to see in wireframe mode.
The center of mass affects how an active rigid body bounces. For
example, suppose you place a sphere’s center of mass below and to
the side of the sphere’s surface. If you make the sphere fall with
gravity and collide with a passive rigid body NURBS plane, the
sphere bounces and bobbles around the center of mass.
The center of mass also sets the point about which an active rigid
body rotates when you set the Initial Spin (described later). For
example, if you set the center of mass within an active rigid body
sphere, the rigid body spins about itself. If you set it outside the
sphere, the sphere rotates about the center of mass.
By default, a polygonal object’s center of mass is the centroid of its
bounding box. A NURBS object’s default center of mass might be
slightly away from the centroid.
Maya doesn’t use the center of mass in dynamic calculations of
passive rigid bodies.
Lock Center of Mass
By default, Maya recalculates a rigid body’s center of mass when you
alter the object’s surface during modeling. If you turn on this attribute,
Maya doesn’t change the center of mass. Available in Attribute Editor
only.
Static Friction
Sets how much a rigid body resists moving from resting contact with
another rigid body. For instance, if you place a ball on a sloped plane,
Static Friction sets how easily the ball begins its initial slide or roll
down the plane. Static friction has little or no effect after an object is
moving.
A value of 0 lets the rigid body move freely. A value of 1 diminishes
movement.
Dynamic Friction
Sets how much a moving rigid body resists movement against another
rigid body’s surface.
A value of 0 lets the rigid body move freely. A value of 1 diminishes
movement.
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Reference > Soft/Rigid Bodies > Create Active Rigid Body
Tip When two rigid bodies are in contact, the Static and Dynamic
Friction of each contributes to the motion. To tune sliding and
rolling of rigid bodies in contact, try various values for Static and
Dynamic Friction. For example, to simulate a hockey puck
sliding across wet ice, you must set Dynamic Friction to nearly 0
on the puck and ice.
Bounciness
Sets the resilience of the rigid body.
Damping
Sets an opposing force against the rigid body’s movement. This
attribute is similar to drag; it affects object movement before, during,
and after contact with another object. A positive value diminishes
movement. A negative value increases movement.
Impulse X, Y, Z
Creates an instantaneous force, with magnitude and direction, on the
rigid body at the local space position specified in Impulse Position X,
Y, Z. The higher the number, the greater the magnitude of force. For
more details, see ”Keying impulses to rigid bodies” on page 261.
Impulse Position X, Y, Z
Specifies the position in the rigid body’s local space where the
impulse strikes. If the impulse strikes a point other than the center of
mass, the rigid body rotates about its center of mass in addition to
moving with the change to its velocity.
If you specify a position outside the object’s surface boundaries, you’ll
still see rotation and velocity. Note that the 0, 0, 0 position of an
object’s local space is at the center of its bounding box.
Spin Impulse X, Y, Z
Applies an instantaneous rotational force (torque) on the rigid body’s
center of mass in the direction you specify by the X, Y, and Z values.
These values set magnitude and direction. The higher the number, the
greater the magnitude of the rotational force.
Note The Attribute Editor displays the current Velocity, Spin, Force,
and Torque of a rigid body. See ”Get data on velocity, forces,
and collisions” on page 264 for details on these read-only
attributes.
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Reference > Soft/Rigid Bodies > Create Active Rigid Body
Solver Id
The read-only rigid body index number the solver uses to calculate
dynamics for this rigid body. You can use the Solver Id in MEL scripts
and expressions to identify a specific rigid body in the solver.
Performance Attributes
Stand In
Displays a menu that lets you select a simple internal cube or sphere
as a stand-in for rigid body calculations. The original object remains
visible in the scene. If you use a stand-in sphere or cube, playback
speed improves but collision reactions differ from the actual object. To
use the actual geometry, select none.
Apply Force At
Displays a menu that lets you set whether forces affect a rigid body at
its center of mass, the corners of its bounding box, or its CVs or
vertices
Center of Mass
Applies force to a single position at the center of mass. No torque is
imparted to the rigid body.
Bounding Box
Applies force to the eight corners of the object’s bounding box. This is
the default setting. To see the object’s bounding box, select
Shading > Bounding Box from the menus above the workspace pane.
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Reference > Soft/Rigid Bodies > Create Active Rigid Body
Vertices or CVs
Applies force at each vertex of polygonal objects, or at each CV of
NURBS surfaces. This is the slowest but most accurate choice.
Tessellation Factor
Maya internally converts NURBS objects to polygons before it
animates rigid body dynamics. The Tessellation Factor sets the
approximate number of polygons created during the conversion.
Lower numbers create coarser geometry and lessen animation
accuracy, but increase the playback speed.
Increase the Tessellation Factor if you are bouncing an object on a
bumpy, irregular surface. Experiment with various values until you
see the desired result.
If you change the Tessellation Factor, the internal conversion occurs
once, immediately after you change its value. This takes some time for
complex NURBS surfaces. Increasing the Tessellation Factor increases
the time for Maya to detect rigid body collisions.
Collision Layer
You can use collision layers to create exclusive groups of objects that
collide with each other. Only rigid bodies with the same collision
layer number can collide with each other.
For example, suppose you have four objects moving towards each
other, but you want one of the objects to pass through without
colliding. You can assign the non-colliding object a different collision
layer number.
By putting rigid bodies that don’t collide in different collision layers,
you can lessen collision processing time.
A rigid body in collision layer -1 (minus 1) will collide with all rigid
bodies in the solver, regardless of their collision layer numbers.
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Reference > Soft/Rigid Bodies > Create Active Rigid Body
Collisions
When off, the rigid body doesn’t collide with any objects in a scene.
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Reference > Soft/Rigid Bodies > Create Passive Rigid Body
Ignore
When on, this turns off the influence of fields, collisions, and any
other rigid body effects. This is useful if you have a scene with many
computation-intensive rigid bodies and want to disable several to
speed up animation play.
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Reference > Soft/Rigid Bodies > Set Active Key
Spring Attributes
Stiffness
Sets the rigidity of the spring constraint. The greater the value, the
greater the force the spring exerts on the body for the same
displacement.
Damping
Mutes the spring action. A high value brings the rigid body to rest
faster. A low value brings the rigid body to rest slower. A negative
value increases the spring’s force on the rigid body. A spring with a
zero or negative damping value never comes to rest.
Set Spring Rest Length
Enables you to set the Rest Length.
Rest Length
Sets the length the springs try to reach when you play the scene. If
you don’t turn on Set Spring Rest Length, the Rest Length is set to the
same length as the constraint.
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Reference > Soft/Rigid Bodies > Create Soft Body
the object and want to keep the animation after you create the soft
body. Nondynamic animation includes keys, motion paths, non-
particle expressions, and deformers.
Dynamics that affect the soft body’s particles are not affected by
momentum from the nondynamic animation. The dynamics occur in
the particle object’s local space, which are uninfluenced by other
animation on the object.
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Reference > Soft/Rigid Bodies > Create Soft Body
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Reference > Soft/Rigid Bodies > Create Springs
Tips You’ll typically apply a field to the soft body but not the non-
soft body. If you don’t turn on Hide Non-Soft Object, use the
Outliner to select the soft body without selecting the non-soft
body. If you accidentally apply a field to the non-soft body, it
becomes a rigid body that’s affected by the field by default. This
is usually undesirable. You’ll more likely want to key its motion
or leave it alone.
Collisions between soft bodies—including a soft body colliding
with itself—can have unexpected results, especially if the soft
bodies move toward each other after colliding.
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Reference > Soft/Rigid Bodies > Create Springs
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Reference > Soft/Rigid Bodies > Create Springs
All
Min/Max Wireframe
Min = 3.5 The left and center objects are particle
Max = 1000 grids. The right object is a soft body
cylinder.
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Reference > Soft/Rigid Bodies > Paint Soft Body Weights Tool
Paint Attributes
These are descriptions of the attributes in the Paint Attributes section.
copyOfmodealnameParticleShape.goalPP
Displays the name of the particle node selected to paint and the
attribute you are painting (goalPP weights). To select another particle
node to paint, click this button and select the appropriate particle
node goalPP weights name. By default, the tool selects the first
particle node it detects.
When you select the soft body, the Paint Soft Body Weight Tool
automatically detects the particle node and goalPP attribute on the
soft body. The name of the node and attribute displays on the top
button.
Filter: particle
Sets a filter so that only particle nodes display on the menu for the
button above this one. You are painting particle goalPP weights with
the Paint Soft Body Weights Tool, so you do not need to change this
filter unless you want to paint other types of attributes.
Paint Operation
Select an operation to define how you want painted goalPP values to
be affected.
Replace Replaces the goalPP values for the soft body
particles you paint over with the specified Value
and Opacity.
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Reference > Soft/Rigid Bodies > Paint Soft Body Weights Tool
Tip To help you differentiate paint values when you paint with
ranges greater than 0 to 1 (for example, -5 to 5), and to maximize
the range of values that display when you paint values with
ranges between 0 to 1 (for example, 0.2 to 0.8), set Min Color and
Max Color (in the Display section) to correspond with the Min/
Max values.
Clamp
Select whether you want to clamp the values within a specified range
when you paint, regardless of the Value set.
Lower Turn this on to clamp the lower value to the Clamp
Value specified below. For example, if you clamp
Lower and set the lower Clamp Value to 0.5, the
values you paint will never be less than 0.5, even if
you set the Value to 0.25.
Upper Turn this on to clamp the upper value to the Clamp
Value specified below. For example, if you clamp
Upper, set the upper Clamp Value to 0.75, and set
Value to 1, the values you paint will never be
greater than 0.75.
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Reference > rigidBody
Clamp Values
Set the Lower and Upper values for clamping.
Flood
Click Flood to apply the brush settings to all the particle goals on the
selected soft body. The result depends on the brush settings defined
when you perform the flood.
Vector Index
If you are painting a three channel attribute (RGB or XYZ), select the
channel you want to paint. Soft body goalPP weight is a single
channel attribute, therefore you do not need to change this setting.
Nodes
rigidBody
The table doesn’t list the compound vector attributes force (for), velocity
(vel), and torque (tor). These attributes consist of their X, Y, and Z
components.
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Reference > rigidSolver
Contact attributes
A rigid body has read-only attributes that contain data on the contact
made with it during collisions. You can query the attributes in MEL
commands or expressions by using the attribute names in the table that
follows.
rigidSolver
Rigid Solver Attributes
Step Size
Sets how often within a frame the rigid body calculations occur. For
example, if each frame of the animation is 0.1 seconds and the Step
Size is 0.033 seconds, the solver calculates rigid body animation three
times in the frame.
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Reference > rigidSolver
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Reference > rigidSolver
Velocity icon
Display Label
Labels rigid bodies as active or passive. Also shows the type of
constraint.
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Reference > rigidConstraint
rigidConstraint
This node contains the attributes for the rigid constraints. These
constraints can only be used with rigid bodies. The constraints
include nail, pin, hinge, spring, and barrier.
Constraint Control
Constrain
Turns a constraint on or off.
Relative To
For a constraint between a pair of rigid bodies, this lets you choose
where Maya recreates a constraint after you turn it on again. Your
choices follow:
Body 1 Recreates the constraint at the original distance and
orientation from the first of the two rigid bodies you
selected when you created the constraint.
Body 2 Recreates the constraint at the original distance and
orientation from the second of the two rigid bodies
you selected when you created the constraint.
Mid Point Recreates the constraint at the midpoint between the
two rigid bodies.
User Defined Lets you specify the position in the User Defined
Position X, Y, and Z boxes. These attributes are dim
unless you turn on User Defined.
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Reference > springShape
Body 1 Body 2
springShape
Many of the spring node attributes are the same as the options available in
the Spring Options window. See ”Soft/Rigid Bodies > Create Springs” on
page 300.
Spring Attributes
Count
The number of springs in the object.
Manage Particle Death
This attribute determines if the spring node needs to do ID/Index
mapping. The default value is true for this attribute. If users know
that no particles died, it can be set to false. With the false value, the
spring node will not do particle ID/Index mapping and speed up the
evaluation.
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Reference > springShape
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5 Effects
About Dynamics
Effects
Effects
Maya effects are built-in programs that make it easy for you to create
complex animation effects such as smoke and fire. Each Maya effect offers
many options and attributes for tuning the results.
Fire
You can use the Fire effect to emit fire from these objects:
• particle object
• NURBS or polygonal surface
• NURBS curve
• number of CVs, vertices, edit points of an object
• lattice points
”Create Fire” on page 318
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About > Use smoke effects
Fireworks
You use the Fireworks effect to make fireworks displays quickly and
easily. The effect creates a number of rockets that fly up, leave a trail as
they fly, and burst. Gravity fields are also created for all particles. Initially,
the effect randomly chooses colors and positions for rocket launches and
bursts. You can edit these defaults later. The fireworks are rendered in
software (not hardware) as streaks.
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5 | Effects
About > Lightning
Lightning
The Lightning clip effect creates a bolt of lightning between two or more
objects or locators.
The lightning bolt is made up of soft body curves with extruded surfaces,
which are rendered. The motion of the lightning is derived from an
expression on the particles that make up the soft body curve.
”Create lightning” on page 331
Shatter
Shatter duplicates an object and breaks the duplicate into multiple pieces
called shards. Depending on the type of shard you choose to create, you
can move the shards with dynamic forces or keyframe their movement.
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5 | Effects
About > Curve Flow
Curve Flow
The Curve Flow effect emits particles that flow along a curve you create.
You can use this effect to create flowing fluids, gases, or instanced objects.
The emitted particles start at the first CV and end at the last CV you drew
when you created the curve.
For example, to make water flow down a ravine, you would first create a
NURBS or polygonal surface as the hill with a ravine. You then create a
curve in the middle of the ravine from beginning to end. You use the
Curve Flow effect on the curve and adjust the Curve Flow attributes.
Finally, you select an appropriate render type such as Blobby Surface for
the emitted particles and adjust their appearance.
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5 | Effects
About > Surface Flow
Tips You can use the Curve Flow effect on a curve or surface as a
convenient way to guide the flow along deformed surfaces. It’s
often helpful to duplicate the curve or surface, raise the copy
above the surface, then apply the Curve Flow effect to the copy.
To keep particles flowing within a planar boundary, for instance,
water flowing down a river, you can sandwich the curve
between invisible planes and then make the particles collide
with the planes. The particles bounce within the two invisible
planes.
It’s often useful to use the Curve Flow effect on the same curve
more than once. By setting option settings differently with each
usage, you can create a complex look not possible with a single
usage.
Surface Flow
The Surface Flow effect emits particles that flow along the surface of any
NURBS model. You can use this effect to create flowing fluids, gases, or
instanced objects. The flow effect automatically adjusts to any changes in
the shape of the surface.
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5 | Effects
How do I? > Create Fire
Create Fire
Prepare to use the Fire effect
Before you use the Fire effect, be aware of these issues:
• Use the Fire effect on only one object at a time.
To apply Fire to a group of NURBS surfaces, first convert each surface
to polygons and combine the surfaces. From the Modeling menu set,
select Modify > Convert > NURBS to Polygons, then choose
Polygons > Combine (from the Modeling menu set).
To apply Fire to a group of polygonal surfaces, simply combine the
surfaces with Polygons > Combine.
• If you emit from a NURBS or polygonal object, the size and shape of
the object affects the quality of the fire. You’ll need to use an object
large enough to generate an adequate flame area. If you emit fire from
a curve, avoid using a curve with abrupt changes in direction.
• It’s often useful to use the Fire effect on the same geometry more than
once. By setting options differently with each usage, you can create a
complex look not possible with a single usage.
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5 | Effects
How do I? > Create Fire
5 Add a light to the scene and software render to see the fire.
From the Rendering menu set, for example, select Render > Render
Current Frame.
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5 | Effects
How do I? > Create Smoke
Create Smoke
Prepare to use the Smoke effect
Before you use the Smoke effect, be aware of these issues:
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5 | Effects
How do I? > Create Smoke
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How do I? > Create Smoke
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How do I? > Create fireworks
Additional tips
You can do the following additional steps to tune the smoke’s appearance:
• Change the size and orientation of the smoke by altering the Scale and
Rotate values of the emitted particle object.
• Key a change in the value of Scale Y to make the particles appear to
move faster or slower.
• Edit attributes of the sprites. See ”Sprites” on page 40.
• Edit any expressions created by the Smoke effect. To learn which
expressions are created by the effect, apply Smoke to an object in an
otherwise empty scene. Use the Expression Editor to see the additions.
• Turn off the turbulence field by disconnecting it using the Dynamics
Relationship Editor.
• Animate the emitter to move the smoke in your scene.
Create fireworks
Before you create fireworks, it is helpful to review the terminology used in
the Fireworks effect.
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How do I? > Create fireworks
Bursts or sparks
Trails
Launch position
To create fireworks
1 Choose Effects > Create Fireworks > .
2 Set controls in the option window as needed.
For controls related to creation, see ”Set Fireworks creation controls”
on page 325.
For controls that you can edit later, see ”Edit general Fireworks
attributes” on page 325.
3 Click Create in the options window or choose Effects > Create
Fireworks.
The fireworks group and rockets selection handles appear.
4 Click the play button.
If you make changes to the fireworks attributes, you may need to
replay the scene from frame one.
5 If you want faster playback, turn off the Display Geometry attribute.
Display Geometry is near the bottom of the fireworks group
attributes. When turned off, the particles appear as streaks rather than
instanced cones. For details, see the description on page 326.
6 To render the fireworks, make sure Display Geometry is turned on
and use software rendering.
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How do I? > Create fireworks
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5 | Effects
How do I? > Create fireworks
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5 | Effects
How do I? > Create fireworks
more slowly than the particles. To increase the playback speed, turn
off Display Geometry so that only particles appear. Before you render,
turn Display Geometry back on.
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5 | Effects
How do I? > Create fireworks
6 Select the rocket you want to edit in the Firework Rockets pull-down
list.
You can see the number of each rocket by turning on the Show Burst
Positions or Show Launch Positions checkbox.
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How do I? > Create fireworks
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How do I? > Create fireworks
Note If the node in the Attribute Editor changes, you must turn off
Auto Load Selected Attributes, under the List menu. To
redisplay the FireworksRocketShape node, select the rocket
group and click Load Attributes.
Main color
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5 | Effects
How do I? > Create lightning
Create lightning
When you create lightning, you set the Lightning Creation Controls in the
Create Lightning Effect Options window to determine certain aspects of
the lightning. You cannot change these once the lightning is created. If you
want to change them, you must delete the lightning and recreate it.
You can also set the Lightning Attributes in the options window. These
attributes can be edited after you create the lightning.
To create lightning
1 Add the objects to the scene that you want the lightning to extend
between.
2 Select the objects you want the lightning to extend between.
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5 | Effects
How do I? > Create lightning
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How do I? > Create lightning
or
Display the Attribute Editor and click Extra Attributes to display the
lightning attributes.
Thickness
The Thickness attribute determines how fat the lightning is. It
specifies the radius of the circle that gets extruded along the curve
that makes up the lightning.
Thickness=1 Thickness=5
Max Spread
Controls the amount of jitter in the lightning. The greater the value,
the more the lightning jitters.
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5 | Effects
How do I? > Create lightning
Lightning Start
When you create lightning, the first object you select is the start object
and the second object you select is the end object. The Lightning Start
attribute determines the point between the start and end objects where
the lightning starts.
If you set Lightning Start to 0, the lightning starts at the start object
(the first object you selected when you created the lightning). If you
set Lightning Start to 0.5, the lightning starts halfway between the
start object and the end object. If you Lightning Start to 1, the
lightning starts at the end object.
Lightning End
The Lightning End attribute determines the point between the start
and end objects where the lightning ends (see “Lightning Start”
above).
If you set Lightning End to 1, the lightning ends at the end object. If
you set Lightning End to 0.5, the lightning ends halfway between the
start object and the end object. If you set Lightning End to 0, the
lightning ends at the start object.
Tip You can animate the Lightning Start and Lightning End values
to make lightning strike an object, or move from one object to
another.
Glow Intensity
Specifies the brightness of the lightning when rendered.
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How do I? > Create lightning
Light Intensity
When you create lightning, a light at the center of the lightning is also
created, which casts light on surrounding objects. The default
intensity of the light is based on the Glow Intensity attribute, and the
difference between the Lightning Start and the Lightning End
attributes. The Light Intensity attribute multiplies this default
intensity. Increase the value of Light Intensity to increase the lighting
of the surrounding objects.
Color R/G/B
Sets the RGB values for the lightning. Adjust the Color RGB attributes
to adjust the color of the lightning. The default is 0.5, 1, 1.
Tip You see the color of the lightning in the RenderView window. If
you want to quickly preview the color without using the
RenderView window, turn on Lighting > Use All Lights to see
the color of the lightning reflected on surrounding surfaces.
Position lightning
You can adjust the direction the lightning moves away from the start
object or toward the end object using the tangent manipulators.
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5 | Effects
How do I? > Create shatter
2 Using the Move tool, drag the tangent manipulator to position the
lightning.
Tangent manipulators
Create shatter
Shatter provides three methods of breaking the object:
• “Surface shatter”
• “Solid shatter”
• “Crack shatter”
Note If the shards or their parent(s) are moved their values are saved
as the initial state for the dynamics simulation. If this is done at a
frame other than the start frame the shards may save the results
of the dynamics simulation as their intial state.
Rewind the simulation to the start before adjusting the positions
of the objects.
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5 | Effects
How do I? > Create shatter
Surface shatter
Surface shatter breaks the selected object along polygonal boundaries. You
can use surface shatter to break an object into individual polygons.
Solid shatter
Solid shatter breaks the surface of an object but keeps the interior
polygons and creates solid pieces. It does not break the object along
polygonal boundaries so the edges of the shattered pieces are more
realistic.
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How do I? > Create shatter
Crack shatter
Crack shatter creates cracks that radiate from selected points. You use
crack shatter on an open polygonal object.
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5 | Effects
How do I? > Create shatter
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5 | Effects
How do I? > Connect shards to fields
Note If you add a field to shards that are shapes, the software
automatically converts the shapes to active rigid bodies with
collision on. This will cause interpenetration problems with the
rigid bodies because the shard’s edges overlap each other.
Turning off collisions for the rigid bodies solves this problem.
Shatter attribute
When you use the Link To Shard option, a Shatter attribute is added to the
transform of the original object. The Shatter attribute toggles the visibility
of the shattered surface with the visibility of the original surface. When
the Shatter attribute is on, the shattered object is visible. When the Shatter
attribute is off, the original object is visible. Shatter is turned on by default
when you create the shatter so you can see the shattered object.
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5 | Effects
How do I? > Connect shards to fields
Rigid bodies
If you have selected rigid bodies with collisions off as the post-operation,
and turned on Link To Shards, the shatter node is parented to the original
object and the Shatter attribute is connected to the active/passive attribute
of the rigid body.
If you’ve turned on the Make Original Surface Rigid option, the Shatter
attribute is also linked to the Ignore attribute of the original rigid body.
When the Shatter attribute is turned on, the Ignore attribute of the original
object is also turned on. This causes the original surface to be ignored in
the rigid solver and prevents the original surface from influencing any
other rigid body once the shatter object is visible.
When the Shatter attribute is turned off, the shards become passive rigid
bodies. When shatter is on, the shards become active rigid bodies so fields
will affect them. You can use this to create an object that shatters when it
hits a surface.
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5 | Effects
How do I? > Connect shards to fields
The shattered object becomes visible and the shards become active
rigid bodies.
15 Rewind and play back.
Soft bodies
If you have selected a soft body post operation, and turned on Link To
Shards, the shatter node is not parented to the original object. The Shatter
attribute is added to the original object’s transform node and controls the
visibility. When the Shatter attribute is turned on, the shattered object is
visible. When the Shatter attribute is turned off, the original object is
visible.
A goal weight attribute, which controls the goal weights of the soft body
particle shapes, is also added to the transform of the original object. This
“control” goal weight is in addition to the goal weight that is added to the
particle shape of the shard.
When the Shatter attribute is turned off, the goal weight of the particle
shape of the shards is set to 1.This causes the shattered object to follow the
goal object, which is a copy of the original surface, when it is not visible.
When the shatter attribute is turned on, the shattered object becomes
visible and the goal weight of each of the particle shapes is set to the value
of the “control” goal weight attribute of the original surface. These
attributes are connected with an expression.
You can use this to create a soft body that explodes.
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5 | Effects
How do I? > Connect shards to fields
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5 | Effects
How do I? > Connect shards to fields
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5 | Effects
How do I? > Create curve flow
6 Enter values for the goal weight attributes. For complete information
on setting goal weight attributes, see ”Goals” on page 21.
Emitter
Flow locators
An emitter and flow locators appear on the curve. The flow locators
are visual aids that show the maximum spread of the particles during
animation. For details on altering the speed and spread of the
particles, see ”Work with flow locators” on page 346.
4 Play the animation.
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How do I? > Create curve flow
Emitted particles flow along the curve. You can move the curve or its
CVs to change the direction of flow.
5 Select the emitted particles, and use the Attribute Editor to choose the
desired render type, color, opacity, lifespan, and so on.
6 Render the scene with software or hardware rendering, whichever is
appropriate for the render type of the particles.
Selection handle
If you use the Curve Flow effect two or more times on the same curve,
you’ll see multiple selection handles near the first flow locator.
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5 | Effects
How do I? > Create curve flow
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5 | Effects
How do I? > Create curve flow
or
Click the locator name in the Channel Box then slowly middle-drag
the mouse back and forth in the workspace until you see the locator
move to the desired position.
Subsegment marker
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5 | Effects
How do I? > Create a surface flow
Note It may take a long time to create a surface flow. Creation time is
affected by the number of objects in the scene, by the number of
other flows already existing, and by the number of flow
manipulators you specify.
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5 | Effects
How do I? > Create a surface flow
Selection handle
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5 | Effects
How do I? > Create a surface flow
Emitter Rate
Sets the degree of particle emission in the flow. The emission is
applied to the surface area of the first flow manipulator. An emission
rate of 0 (zero) means no particles appear.
Random Speed
Sets the amount of random changes in the particle speed. Use this
attribute to create a more natural effect.
Random Radius
Sets the amount of random changes in the particle emission radius, so
that particles spread beyond the flow manipulator loft. Use this
attribute to create a more natural effect.
Particles
following a
random
radius.
U or V Location
Controls the position of each flow manipulator, measured in U or V.
You can move manipulators anywhere along the surface in any order.
Typically, you adjust the manipulator locations to affect the particle
speed. Particles slow down between manipulators that are close and
speed up between manipulators that are distant.
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5 | Effects
How do I? > Create a surface flow
Particles
slow down
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5 | Effects
How do I? > Create a surface flow
The age ratio also indirectly affects particle speed. In the above
example, the particles only have half their lifespan to reach the end of
the flow, so they speed up.
Goal Weight
Sets how much all particles in the flow are attracted to the flow
manipulators. Values can range from 0 (no weight) to 1 (full weight).
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5 | Effects
How do I? > Create a surface flow
Note By default, the Min and Max Age Ratio settings are evenly
divided among the flows. As a result, a gap appears if the
surfaces are separated. Edit the Min and Max Age Ratio settings
if you want the particles to fill the gap.
When you
connect to an
existing flow,
particles may
not flow
correctly at first.
3 For all flows after the starting flow, change the Emitter Rate to 0
(zero).
4 In all the flows, adjust the Min and Max Age Ratio settings so the
particle life span extends evenly among all flows.
The following table gives example settings for two flows.
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5 | Effects
How do I? > Surface Flow procedures
A 0 .5
B .5 or higher 1
Delete flows
Because surface flows create expressions in the affiliated particle objects,
you should not delete flows using the Delete key or Edit > Delete option.
Follow the instructions below.
To delete a flow
1 Select the flow or flows you want to delete.
2 Choose Effects > Delete Surface Flow > .
3 Edit the Delete Surface Flow Effect Options as needed.
”Effects > Delete Surface Flow” on page 376
4 Click Delete.
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5 | Effects
How do I? > Surface Flow procedures
Returns 1 if the particle object you specify is affected by the surface flow
you specify. Otherwise, it returns 0.
string[] surfaceFlowsDrivingParticle( string $particle )
Returns a string array containing the list of all surface flows in your scene
that affect the particle object you specify.
string[] selectedSurfaceFlows()
Returns all of the surface flow objects from the selection list in the order
they were selected.
string[] selectedSurfaceFlowsAndSurfaces()
Returns all of the surface flow objects and NURBS surfaces from the
selection list in the order they were selected.
string surfaceFlowActualSurface( string $flow )
Returns the name of the NURBS surface associated with the surface
flow you specify. This is the surface selected at the time the surface
flow was created.
string surfaceFlowReferenceSurface( string $flow )
Returns the name of the reference NURBS surface associated with the
surface flow you specify. At the time of creation, the surface flow effect
makes an exact copy of the selected surface to use as a reference. All
objects created for the effect fall under the reference object rather than
cluttering the actual surface node.
string[] surfaceFlowLofts( string $flow )
Returns the names of the edge, min, and max lofts used to define the
boundary for the surface flow you specify.
string[] surfaceFlowEdgeCurves( string $flow )
Returns all of the curves used to calculate the edge loft for the surface flow
you specify.
string[] surfaceFlowMaxCurves( string $flow )
Returns all of the curves used to calculate the max loft for the surface flow
you specify.
string[] surfaceFlowMinCurves( string $flow )
Returns all of the curves used to calculate the min loft for the surface flow
you specify.
string[] surfaceFlowCurves( string $flow )
Returns all of the curves used to calculate all of the lofts for the surface
flow you specify.
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5 | Effects
What went wrong? > Avoid twists in the flow manipulators
What Dynamics
went
wrong? Avoid twists in the flow manipulators
If your flow moves up or down a periodic surface, which wraps around
360 degrees, the flow manipulators may twist or pop into the surface. An
example appears in the following illustration.
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5 | Effects
What went wrong? > Avoid twists in the flow manipulators
A 0 .25
B .25 .5
C .5 .75
D .75 1
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5 | Effects
Reference > Effects > Create Fire
Reference Menus
Dynamics menu set
Effects
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5 | Effects
Reference > Effects > Create Fire
Spread angle
Particles are
randomly
distributed
within the
conical area.
Fire Speed
Sets how quickly the flames move.
Fire Direction X, Y, Z
Sets the direction the flames move. It also controls the direction of the
directional point emitter.
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5 | Effects
Reference > Effects > Create Smoke
Fire Turbulence
Sets how much the flame speed and direction are perturbed.
Fire Scale
Scales the Fire Density, Flame Start and End Radius, Fire Speed, Fire
Turbulence, and Fire Lifespan.
Fire Lifespan
Sets how many seconds each emitted fire particle lives. Available in the
Attribute Editor only (with emitted particle object selected).
Additional tips
You can alter the fire’s appearance by tuning the values of the following
attributes of the emitted particle object.
lifespanPP
Controls the per particle lifespan. A creation expression controls this
attribute. To edit the expression, select the emitted particles, right-
click the lifespanPP attribute box in the Attribute Editor’s Per Particle
(Array) Attributes section, then select Creation Expression.
radiusPP
Sets the radius of the particle cloud from birth to death using a ramp.
To edit the ramp, select the emitted particles, right-click the radiusPP
attribute box in the Attribute Editor’s Per Particle (Array) Attributes
section, then select arrayMapper1.outValuePP > Edit Ramp.
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Reference > Effects > Create Smoke
The images must have filenames in the format name.1, name.2, name.3,
and so on.
To choose a different filename after you use the Smoke effect, display
textures in the Hypershade and double-click the file1 texture to
display the Attribute Editor. The Attribute Editor has an attribute
named Image Name that specifies the filename and path.
Smoke Particle Name
Names the emitted particle object. If you do not provide a name,
Maya gives a default name to the object.
Cycle Images (Cycle Enabled)
If you turn on Cycle Images, each emitted particle cycles through the
series of images over the course of its lifetime. If you turn off Cycle
Images, each particle picks one image and uses that throughout. You
can turn this attribute on or off in the emitted particle shape node.
Start and End Image
Specifies the numerical file extension of the starting and ending image
of the series. The extension numbers in the series must be continuous.
Smoke Sprite Min and Max Lifespan
The particles live a random time uniformly distributed between the
Smoke Sprite Min and Max Lifespan values. For example, if Min
Lifespan is 3 and Max Lifespan is 7, each particle lives from 3 to 7
seconds. To change the height of the smoke without affecting speed,
adjust these attributes.
Smoke Threshold
When each particle is emitted, it has an opacity of 0. The opacity
gradually increases, hits a peak, then tapers off to 0 again. The Smoke
Threshold sets the moment the opacity hits its peak, specified as a
fraction of the particle’s lifespan. For example, if Smoke Threshold is
0.25, each particle’s opacity peaks at one-quarter of its lifetime.
Smoke Opacity
Scales the entire smoke opacity from 0 to 1. The closer to 0, the lighter
the smoke. The closer to 1, the denser the smoke. The expression
created by the Smoke effect controls opacity on a per particle basis; it
uses the value of this attribute.
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Reference > Effects > Create Fireworks
Rocket Attributes
Num Rockets
Specifies the number of rocket particles that fly up and burst. You
cannot add or remove rockets once the Fireworks effect is created.
You need to choose Create Fireworks again if you want more or less
rockets.
Launch Position X, Y, Z
Specify the launch coordinates used to create all the firework rockets.
These parameters are used only at creation time; you can later specify
different launch positions for each rocket.
Burst Position Center X,Y,Z
Specify the coordinates of the center position around which all of the
rockets burst. These parameters are used only at creation time; you
can move the burst positions later.
Burst Position Extents X,Y,Z
Specify the size of the rectangular volume containing the random
burst positions. Each extent is the distance from the Burst Position
Center setting. These parameters are used only at creation time; you
can individually move the burst positions later.
First Launch Frame
Sets the frame when the first rocket launches. Subsequent launch
times are determined by the Launch Rate (Per Frame) field. This
parameter is used only at creation time; you can specify individual
rocket launch times later.
Launch Rate (Per Frame)
Sets the rate of rocket launches after the first launch. The rate formula
is one divided by the number of frames per rocket. For example, 0.1
means one rocket launches every 10 frames. This parameter is used
only at creation time; you can specify individual rocket launch times
later.
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5 | Effects
Reference > Effects > Create Fireworks
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5 | Effects
Reference > Effects > Create Lightning
Note For information on the Color Creation Proc controls, see the
Remake Color Palette attribute on page 331.
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5 | Effects
Reference > Effects > Create Lightning
1
2
All option
4 3
1
2
In Order option
4 3
1 2
4 3
Tip Notice in the illustration for the In Order option above, the
lightning does not extend from object 4 back to object 1. If you
want to do this, you need to add another lightning effect
between objects 4 and 1.
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5 | Effects
Reference > Effects > Create Shatter
1 2
4 3
Curve Segments
Lightning is made up of soft body curves with extruded surfaces. The
Curve Segments value sets the number of segments in the lightning.
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5 | Effects
Reference > Effects > Create Shatter
Crack Count
(Available for Crack Shatter only.) Specifies the number of cracks created
in the shatter.
Crack Length
(Available for Crack Shatter only.) Specifies the length of the crack. If the
Crack Length exceeds the distance from the selected vertices to the
edge of the surface, the crack terminates at the edge.
Extrude Shards
Specifies a thickness for the shards. A positive value pushes the
surface outward to create thickness; a negative value pushes the
surface inward. You can edit the extrusion amount after you create the
shatter, see ”Change the extrusion value of a shard” on page 343.
Extrude Shard=1
Edge Jagginess
(Available for Solid and Crack Shatters only.) Specifies the unevenness of
the shattered edges. A value of 0 creates smooth edges. A value of 1
creates jagged edges.
Seed Value
Specifies a value for the random number generator. If you set Seed
Value to 0, you get a different shatter result each time. If you set Seed
Value to a number greater than 0, you get the same shatter result.
Post Operation
The post operation options determine what kind of shard you create.
The options vary slightly according to the type of shatter you have
selected. Select one of the following from the pop-up menu:
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5 | Effects
Reference > Effects > Create Shatter
shapes Breaks the object into shapes called shards. Once the
object has been broken into shapes, you can apply
any type of animation to the shards, such as
keyframing. If you plan to animate the shards using
Dynamic forces, you might want to use the rigid
body or soft body post operation options.
cracks on
surface (Available for Crack Shatter only.) Creates crack lines
without actually breaking the object. You can use
this option to quickly find crack patterns you like,
then repeat the crack shatter using the desired post
operation option.
To do this, you pick the same vertex each time while
changing the Seed Value to values greater than 0. To
repeat the same cracks, set the Seed Value to the
same value it was for the desired cracks, and pick
the same vertex.
rigid bodies
with collisions
off Breaks the object into rigid bodies. Collisions are
turned off to prevent interpenetration errors from
occurring while the shards are touching. You can
apply dynamic forces to move the shards, and turn
collisions on when the shards are no longer
touching (see ”Connect shards to fields” on
page 340).
For complete information on effects you can create
with rigid bodies, see ”Rigid bodies” on page 246.
soft bodies with
goals Breaks the object into soft bodies, which deform
when you apply dynamic forces. The software also
adds goal objects, which are copies of the shards
that you can use to more precisely control the soft
body deformations. A goal weight of 1 forces your
shards to maintain their original shape. See ”Set
goal weights on soft-body shards” on page 344 for
more information. Springs are also created, which
add internal structure to the soft bodies and
improve your control over the deformation.
For complete information on effects you can create
with soft bodies, see ”Soft bodies” on page 245. For
complete information on effects you can create with
goals, see ”Goals” on page 21. For complete
information on springs, see ”Springs” on page 249.
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5 | Effects
Reference > Effects > Create Shatter
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5 | Effects
Reference > Effects > Create Shatter
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5 | Effects
Reference > Effects > Create Curve Flow
Verbose Mode
Displays messages in the Command Feedback window.
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5 | Effects
Reference > Effects > Create Surface Flow
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5 | Effects
Reference > Effects > Create Surface Flow
Flow along V
Flow along U
Control Resolution
Sets the number of flow manipulators. Flow manipulators let you
control particle speed, distance from surface, and other settings for a
specified area. By default, all flows have at least two manipulators for
the beginning and end. Specify more manipulators depending on how
many areas along the surface you want to control. However, the more
manipulators you specify, the longer it takes to create.
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5 | Effects
Reference > Effects > Create Surface Flow
Flow manipulator
Sub manipulator
Sub-Control Resolution
Sets the number of sub manipulators between each flow manipulator.
Sub manipulators control the flow of particles, but you cannot
manipulate them directly. They are automatically spaced between
flow manipulators to follow the curve of the surface. The more your
surface varies along the direction of flow, the more sub manipulators
you should have. However, the more sub manipulators you specify,
the longer it takes to create.
Manipulator Resolution
Sets the number of analysis points the flow manipulators use to direct
particles. The more your surface varies along the manipulator, the
greater your resolution should be.
The following illustration shows the front view of a surface with two
flows, but different Manipulator Resolution settings. A resolution of 5
created the particles on top, while a resolution of 3 created the
particles on the bottom.
Particle flow
with resolution
set to 5
Particle flow
with resolution
set to 3
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5 | Effects
Reference > Effects > Delete Surface Flow
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6 Solvers
About Dynamics
Particle caching
Particle caching
Caching lets you store dynamic simulations, either to disk or to memory.
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6 | Solvers
About > Particle startup caching
Memory caching
Memory caching saves the motion of objects in memory (not to disk). You
can use memory caching to cache certain objects in your scene.
• ”Memory caching” on page 385
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6 | Solvers
How do I? > Use particle disk caching
body motion, motion blur, etc. If you are in doubt, we recommend caching
out all frames. For example, if you want to render starting at frame 100,
cache all frames up to 100 as well.
Tip We suggest you name your scene before creating a particle disk
cache; otherwise, Maya saves the particles in a directory named
untitled.
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6 | Solvers
How do I? > Use particle disk caching
2 After creating the cache, save your scene so any settings you made to
the Particle Render Cache Option window get saved with the scene.
Otherwise Maya might not know to look for your cache or might not
be able to find it.
When you create the cache in the above manner, Maya creates a cache
for all particles in the scene. If you want to cache some particles
objects and not others, see ”Caching a single particle object” on
page 383.
Note! Be sure to save your scene after creating the cache. Otherwise,
Maya won’t know about the cache when batch rendering.
Note! Be sure to save your scene after editing any of these values.
Otherwise, Maya won’t know about them when batch rendering.
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6 | Solvers
How do I? > Use particle disk caching
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6 | Solvers
How do I? > Use particle disk caching
Caching tips
Ramps
If you are animating per-particle rendering attributes by ramps, and you
change those ramps, you’ll see the change in playback even if the cache is
enabled. This also applies to changes in hardware display/rendering
attributes such as pointSize. To avoid any confusion, turn off the Use
Particle Disk Cache attribute before you make changes to your scene, and
re-create your cache just before you render.
If you are animating any attribute with expressions, or animating
rampPosition, rampVelocity, or rampAcceleration with ramps, any
changes you make to those expressions or ramps will not be visible in
playback as long as the cache is enabled. Turn off Use Particle Disk Cache.
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6 | Solvers
How do I? > Use particle disk caching
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383
6 | Solvers
How do I? > Particle startup caching
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6 | Solvers
How do I? > Memory caching
However, if you have created a particle disk cache for that scene, Maya
uses the name of that particle disk cache directory in place of your scene
name. For example, if you store your particle disk cache in a directory
safePlace, Maya calls the startup cache safePlace_startup. (By default, the
disk cache directory name is the same as the scene name.)
If you first disk cache the scene under one name, then rename the scene,
any startup file written uses the first name (because that’s the name your
disk cache was created under). We recommend that you name your scene
when you start and don’t change it.
Tip If you believe you have rendering problems that are due to the
startup cache, create a particle disk cache for the complete
sequence.
Memory caching
Memory caching saves the motion of objects in memory (not to disk, see
”Use particle disk caching” on page 379 for information on caching to
disk). You can use memory caching to cache certain objects in your scene.
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6 | Solvers
How do I? > Memory caching
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6 | Solvers
Reference > Solvers > Create Particle Disk Cache
Reference Menus
Dynamics menu set
Solvers
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387
6 | Solvers
Reference > dynGlobals
Nodes
dynGlobals
Particle Disk Cache
Use Particle Disk Cache
This determines whether Maya uses the cache. When you create a
cache, this attribute is turned on automatically. Turn off Use Particle
Disk Cache if you don’t want Maya to use the cache. For example, if
you have made changes to certain emitter attributes that affect
playback, such as speed or emitter type, turn off this attribute to see
the effect of your changes. You can also recreate the cache.
Cache Directory
This attribute lets you specify the directory where Maya looks for the
cache. You can use this to choose which of several saved caches you
want to use (see ”Play back different caches” on page 380).
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6 | Solvers
Reference > dynGlobals
Tip Solver > Create Particle Disk Cache > also has a Cache
Directory attribute. If you enter a value in the dynGlobals
Attribute Editor, that value becomes the default for the option
box. Any different value that you enter in the option box is
displayed in the dynGlobals node.
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6 | Solvers
Reference > dynGlobals
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390
7 Dynamic Animation
About Dynamics
Animating with dynamics
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7 | Dynamic Animation
How do I? > Set the initial state of dynamic objects
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7 | Dynamic Animation
How do I? > Work with dynamic animation run-up
Tip Press the Esc key if you want to stop a lengthy particle run-up.
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7 | Dynamic Animation
How do I? > Lessen playback time with dynamics
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7 | Dynamic Animation
Reference > Solvers > Interactive Playback
This turns off the effect of fields, collisions, and rigid body constraints
for the rigid bodies it controls. Remember to turn State on again when
you want the rigid bodies to operate again—including rigid bodies
you’ve created after you turned off State.
Reference Menus
Dynamics menu set
Solvers
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7 | Dynamic Animation
Reference > Solvers > Interactive Playback
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8 Dynamic
Relationships Editor
About Dynamics
Dynamic relationship editor
or
• From the Panels menu of the current panel, select Panel > Dynamic
Relationships.
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8 | Dynamic Relationships Editor
How do I? > Connect or disconnect items
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8 | Dynamic Relationships Editor
How do I? > Connect and disconnect gravity - example
2 Select the emitted particles of the first emitter you created, then select
Fields > Create Gravity.
This creates a gravity field and connects the selected particles to it.
3 Play the animation.
The particles emitted by the first emitter fall after being emitted.
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8 | Dynamic Relationships Editor
How do I? > Connect and disconnect gravity - example
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400
8 | Dynamic Relationships Editor
How do I? > Connect to selected fields or emitters of an object
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8 | Dynamic Relationships Editor
How do I? > Connect to selected fields or emitters of an object
Example
Suppose a curve has two directional point emitters, emitter1 and emitter2.
Emitter1 emits particle spheres to the right, while emitter2 emits particle
streaks to the left. The spherical particles are particle1. The streaking
particles are particle2.
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8 | Dynamic Relationships Editor
How do I? > Connect to selected fields or emitters of an object
You can select either, neither, or both emitters in the right side of the
Dynamic Relationships Editor. For example, if you connect particle1 to
both emitter2 and emitter 1, you’ll see spheres emitted from both emitters.
Emitter2 already emits streaks, so the spheres will be emitted in addition
to the streaks.
emitter2
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8 | Dynamic Relationships Editor
Reference > Window > Relationship Editors > Dynamic Relationships
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A PDC File Format
4 Characters indicating that this is a PDC file. This will be the 4 characters
“P”, “D”, “C”, “ “.
1 Integer holding bit information about whether the values stored in the
file are BIG_ENDIAN or LITTLE_ENDIAN.
2 Integers holding extra bit information that various file format version
might decide to use.
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A | PDC File Format
How do I? > Use the PDC File Format
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406
Index
A animation
fixing choppy . . . . . . . . . . . . . . . . . . . . . . . . . . . 394
acceleration attribute . . . . . . . . . . . . . . . . . . . . . 54, 170 improving speed . . . . . . . . . . . . . . . . . . . . . . . . 394
Active attribute instances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . 263, 290 run-up for dynamics . . . . . . . . . . . . . . . . . . . . . 393
Add Attribute window . . . . . . . . . . . . . . . . . . . . . . . 35 scrubbing rigid body. . . . . . . . . . . . . . . . . . . . . 308
Add Attributes For Current Render Type . . . . . . . 38 Anti Alias Polygons attribute. . . . . . . . . . . . . . . . . 122
Add Emitter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86, 89 Apply Force At. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
Add Goal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 Apply Interior Material. . . . . . . . . . . . . . . . . . . . . . 371
Add operation Apply Per Vertex . . . . . . . . . . . . . . . . . . . . . . . . . . . 236
Paint Soft Body Weights Tool . . . . . . . . . . . . . 304 air field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Add to Existing Spring . . . . . . . . . . . . . . . . . . 280, 301 drag field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
Affect Selected Object . . . . . . . . . . . . . . . . . . . 210, 212 gravity field . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
newton field . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Age
radial field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
instancer particle option . . . . . . . . . . . . . . . . . . 166
turbulence field . . . . . . . . . . . . . . . . . . . . . . . . . 237
age attribute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 uniform field . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
AimAxis vortex field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
instancer particle option . . . . . . . . . . . . . . . . . . 165 Apply Per Vertex attribute . . . . . . . . . . . . . . . . . . . 240
AimDirection
applying
instancer particle option . . . . . . . . . . . . . . . . . . 165
per particle field attributes. . . . . . . . . . . . . . . . 214
AimPosition Around Axis attribute . . . . . . . . . . . . . . . . . . . 150, 243
instancer particle option . . . . . . . . . . . . . . . . . . 165
arrayMappern.outColorPP. . . . . . . . . . . . . . . . . 58, 60
AimUpAxis
article start-up caching . . . . . . . . . . . . . . . . . . . . . . 384
instancer particle option . . . . . . . . . . . . . . . . . . 165
Attach Emitter to Curve
AimWorldUp
Flow effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
instancer particle option . . . . . . . . . . . . . . . . . . 166
Attenuation
air field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
air field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
drag field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
Air Name. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
field manipulator. . . . . . . . . . . . . . . . . . . . . . . . 217
All Collisions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197 gravity field . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
Allow All Data Types inverting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
instancer particle option . . . . . . . . . . . . . . . . . . 163 newton field . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Allow Disconnection . . . . . . . . . . . . . . . . . . . . . . . . 309 radial field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . 290, 308 turbulence field . . . . . . . . . . . . . . . . . . . . . . . . . 236
Along Axis attribute . . . . . . . . . . . . . . . . . . . . 150, 243 uniform field . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
alpha channel vortex field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
sprite images . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Attribute Editor
Alpha Source attribute . . . . . . . . . . . . . . . . . . . . . . 121 editing particle attributes . . . . . . . . . . . . . . . . . . 36
Attribute Name attribute . . . . . . . . . . . . . . . . 170, 190
attributeUPP, VPP . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Away From Axis attribute . . . . . . . . . . . . . . . 150, 243
Away From Center attribute . . . . . . . . . . . . . 150, 243
Dynamics
407
Index
Axis X, Y, Z caching
field manipulator . . . . . . . . . . . . . . . . . . . . . . . . 217 in memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 385
vortex field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239 particle start-up . . . . . . . . . . . . . . . . . . . . . . . . . 384
recreating the cache. . . . . . . . . . . . . . . . . . . . . . 381
single particle object . . . . . . . . . . . . . . . . . . . . . 383
B tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382
Background Color attribute using start-up with batch rendering. . . . . . . . 385
Display Options attributes . . . . . . . . . . . . . . . . 122 caching particles
Bake Simulation playing back . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380
rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265 Casts Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . 46, 171
Barrier rigid body constraint . . . . . . . . . . . . . . . . . 272 Center of Mass
Better Illumination. . . . . . . . . . . . . . . . . . . . . . 170, 191 rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
birthPosition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Center of Mass X, Y, Z
birthTime. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
Centroid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73, 74, 170
Blob Map attribute . . . . . . . . . . . . . . . . . . . . . . . . . . 200
centroidX, Y, Z . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Blobby Surface render type . . . . . . . . . . . . . . . . . . . 44
Body 1 and 2 constraint position . . . . . . . . . . 275, 310 choppy playback . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Clamp settings
Bounciness
rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292 Paint Jiggle Weights Tool . . . . . . . . . . . . . . . . . 304
turning on or off in rigid body solver. . . . . . . 308 Clamp Value setting
Paint Soft Body Weights Tool . . . . . . . . . . . . . 305
Bounding Box
rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293 clock in particle object . . . . . . . . . . . . . . . . . . . . . . . . 79
Break Connection Cloud
ramps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195 particle material . . . . . . . . . . . . . . . . . . . . . 192, 193
Bump Mapping attribute . . . . . . . . . . . . . . . . . . . . 202 render type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Burst Position Center X,Y,Z . . . . . . . . . . . . . . . . . . 363 clouds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38, 40
Collision Layer
Burst Position Extents X,Y,Z. . . . . . . . . . . . . . . . . . 363
rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
By Cycle Increment . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Collision Tolerance
By Frame attribute
rigid body solver . . . . . . . . . . . . . . . . . . . . . . . . 307
Image Output Files attributes . . . . . . . . . . . . . 121
collisionFriction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
collisionResilience . . . . . . . . . . . . . . . . . . . . . . . . . . 171
C collisions
particles and geometry . . . . . . . . . . . . . . . . . . . . 23
cache
creating for particles . . . . . . . . . . . . . . . . . . . . . 379 rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
deleting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 386 Collisions attribute. . . . . . . . . . . . . . . . . . . . . . . . . . 295
turning off or on for object . . . . . . . . . . . . . . . . 386 collisionU, V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Cache Data . . . . . . . . . . . . . . . . . . . . . . . . 158, 170, 387 color
rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308 adding per object . . . . . . . . . . . . . . . . . . . . . . . . . 49
cache files adding per particle . . . . . . . . . . . . . . . . . . . . . . . 49
deleting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382 Color Accum. . . . . . . . . . . . . . . . . . . . . . . . . . . 172, 184
cache settings for particles Color attribute
editing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380 Particle Cloud Attributes . . . . . . . . . . . . . . . . . 199
options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380 Color Blue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49, 172
Dynamics
408
Index
Dynamics
409
Index
Dynamics
410
Index
Dynamics
411
Index
Dynamics
412
Index
goal objects
soft body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
I
Goal Smoothness . . . . . . . . . . . . . . . . . . . . . . . 113, 174 Ignore
rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
Goal Weight . . . . . . . . . . . . . . . . . . . . . . . . . . . 108, 174
animating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 IK spline curves
Flow effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 373 making soft bodies . . . . . . . . . . . . . . . . . . . . . . 257
mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254 Image Format attribute
painting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253 Image Output Files attributes . . . . . . . . . . . . . 121
surface flow effect . . . . . . . . . . . . . . . . . . . . . . . 353 impulse
goalOffset . . . . . . . . . . . . . . . . . . . . . . . . . 110, 111, 174 setting keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
goalPP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109, 174 Impulse Position X, Y, Z . . . . . . . . . . . . . . . . . . . . . 292
mapping weights . . . . . . . . . . . . . . . . . . . . . . . . 254 Impulse X, Y, Z. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
painting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253 Incandescence attribute
goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Particle Cloud Attributes . . . . . . . . . . . . . . . . . 199
adding multiple . . . . . . . . . . . . . . . . . . . . . . . . . 108 incandescencePP . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
animating behavior . . . . . . . . . . . . . . . . . . . . . . 112 Inherit Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
creating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 Inherit Factor . . . . . . . . . . . . . . . . . . . . . . . . . . 151, 174
keying off and on. . . . . . . . . . . . . . . . . . . . . . . . 112
Inherit Opacity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
multiple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
painting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253 Inherit Rotation
particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 air field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
setting NURBS UV position . . . . . . . . . . . . . . . 110 Inherit Velocity
setting offset . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 air field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
setting weight. . . . . . . . . . . . . . . . . . . . . . . . . . . 108 particle collision event . . . . . . . . . . . . . . . . . . . 198
setting weight of individual particles. . . . . . . 109 Initial Orientation
trimmed surfaces . . . . . . . . . . . . . . . . . . . . . . . . 107 rigid body Barrier constraint . . . . . . . . . . . . . . 272
tuning goal weight animation . . . . . . . . . . . . . 113 rigid body Hinge constraint. . . . . . . . . . . . . . . 270
turning off or on. . . . . . . . . . . . . . . . . . . . . 109, 153 Initial Orientation X, Y, Z
using transform . . . . . . . . . . . . . . . . . . . . . . . . . 108 rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
goalU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214 Initial Position
goalU, V. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110, 174 constraints. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
goalV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214 Initial Position X, Y, Z
gravity field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220 rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
Gravity Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 Initial Spin X, Y, Z
rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
Group Lightnings. . . . . . . . . . . . . . . . . . . . . . . . . . . 365
initial state. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 392
Initial Velocity X, Y, Z
H rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
Hardware Render Buffer . . . . . . . . . . . . . . . . . . . . 119 Input Force . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
hardware rendering Input Geometry Space. . . . . . . . . . . . . . . . . . . . . . . 174
particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Input U and V
Hardware Texture Cycling Options . . . . . . . . . . . . 82 ramps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Hide Non-Soft Object . . . . . . . . . . . . . . . . . . . 299, 300 Instanced Objects list. . . . . . . . . . . . . . . . . . . . . . . . . 68
Hinge rigid body constraint . . . . . . . . . . . . . . . . . . 269 Instancer
centering strokes on particles . . . . . . . . . . . . . . 71
Dynamics
413
Index
instancer lifespan
aiming instanced geometry . . . . . . . . . . . . . . . . 70 attribute. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
changing rotation pivot . . . . . . . . . . . . . . . . . . . 70 constant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
creating animated instances. . . . . . . . . . . . . . . . 68 controlling for individual particles. . . . . . . . . . 53
particle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 controlling with expressions . . . . . . . . . . . . . . . 53
particle shape settings. . . . . . . . . . . . . . . . . . . . 156 how computed . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
using Paint Effects strokes . . . . . . . . . . . . . . . . . 71 live forever . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Instancer Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 random . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
instancing setting per-object . . . . . . . . . . . . . . . . . . . . . . . . . 51
sequence of objects . . . . . . . . . . . . . . . . . . . . . . . 68 setting per-particle . . . . . . . . . . . . . . . . . . . . . . . 52
single object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Lifespan Mode
Interactive Playback setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
improvements . . . . . . . . . . . . . . . . . . . . . . . . . . 395 lifespanPP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Interpenetrate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295 Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
Interpolation Type . . . . . . . . . . . . . . . . . . . . . . . . . . 236 lifespanPP only attribute . . . . . . . . . . . . . . . . . . . . . 53
Invert Attenuation . . . . . . . . . . . . . . . . . . . . . . . . . . 242 Light Intensity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335
Invert Opacity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196 Lighting Mode attribute . . . . . . . . . . . . . . . . . . . . . 121
Is Dynamic . . . . . . . . . . . . . . . . . . . . . . . . . 76, 175, 394 Lightning effect
Is Full . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 creating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331
editing attributes . . . . . . . . . . . . . . . . . . . . . . . . 332
positioning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335
K shader attributes . . . . . . . . . . . . . . . . . . . . . . . . 336
Lightning End. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 334
keying
Lightning Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 334
rigid body constraints . . . . . . . . . . . . . . . . . . . . 276
transform attributes of particle objects. . . . . . . 18 lights
for moving particles . . . . . . . . . . . . . . . . . . . 46, 47
with particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
L Line Width . . . . . . . . . . . . . . . . . . . . . . . . 175, 186, 187
lattices List of paintable attributes button
making soft bodies . . . . . . . . . . . . . . . . . . . . . . 256 Paint Soft Body Weights Tool . . . . . . . . . . . . . 303
Launch Position X, Y, Z. . . . . . . . . . . . . . . . . . . . . . 363 Live forever
Launch Rate (Per Frame) . . . . . . . . . . . . . . . . . . . . 363 setting lifespan mode . . . . . . . . . . . . . . . . . . . . . 52
local space
Level Of Detail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
field influence on particles . . . . . . . . . . . . . . . . . 74
emitted particles . . . . . . . . . . . . . . . . . . . . . . . . 195
instancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 Location attribute. . . . . . . . . . . . . . . . . . . . . . . . . . . 351
Life Color attribute . . . . . . . . . . . . . . . . . . . . . . . . . 200 Lock Center of Mass
Life Incandescence attribute. . . . . . . . . . . . . . . . . . 200 rigid bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
Life Transparency attribute . . . . . . . . . . . . . . . . . . 200 luminance
defined . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100, 103
M
magnets
radial field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Dynamics
414
Index
Dynamics
415
Index
Dynamics
416
Index
Dynamics
417
Index
Dynamics
418
Index
R raytraced shadows
particles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
radial field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222 read-only attributes
Radial Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 rigid body solver . . . . . . . . . . . . . . . . . . . . 264, 306
Radial Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 reflections
Radius . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177 in particle software rendering . . . . . . . . . . . . . . 46
Blobby Surfaces . . . . . . . . . . . . . . . . . . . . . . . . . 190 refractions
Clouds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 in particle software rendering . . . . . . . . . . . . . . 46
Particle Spheres . . . . . . . . . . . . . . . . . . . . . . . . . 190 Relationship Editor
Radius0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178, 192 see Dynamic Relationships Editor
Radius1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178, 192 Relative To
radiusPP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178 rigid body constraints . . . . . . . . . . . . . . . . 275, 310
Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361 Remove Interior Polygons . . . . . . . . . . . . . . . . . . . 371
rain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Remove Particles From Surface Flow . . . . . . . . . . 376
ramp Render Passes attribute. . . . . . . . . . . . . . . . . . . . . . 122
mapping to an existing . . . . . . . . . . . . . . . . . . . . 64 Render Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
rampAcceleration. . . . . . . . . . . . . . . . . . . . . 54, 58, 178 render types
rampPosition . . . . . . . . . . . . . . . . . . . . . . . . 54, 58, 178 changing for particles . . . . . . . . . . . . . . . . . . . . 185
ramps setting for particles . . . . . . . . . . . . . . . . . . . . . . . 37
breaking connection . . . . . . . . . . . . . . . . . . . . . 195 Rendering
customizing per particle control with . . . . . . . 61 soft bodies with motion blur . . . . . . . . . . . . . . 252
setting per particle attributes . . . . . . . . . . . . 54, 57 rendering. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
rampVelocity . . . . . . . . . . . . . . . . . . . . . . . . 54, 58, 178 Render Passes attribute . . . . . . . . . . . . . . . . . . 122
Random # Particles . . . . . . . . . . . . . . . . . . . . . . . . . 198 scenes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Random Direction attribute . . . . . . . . . . . . . . . . . . 150 software particles. . . . . . . . . . . . . . . . . . . . . . . . 126
random motion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222 Rendering particles
Random Motion Speed with motion blur . . . . . . . . . . . . . . . . 122, 124, 126
Flow effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 373 Replace operation
Random Radius . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351 Paint Soft Body Weights Tool . . . . . . . . . . . . . 303
Random range Resilience
lifespan mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 per geometry bounciness . . . . . . . . . . . . . 151, 196
Random Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351 Rest Length
randomness rigid body Spring constraint . . . . . . . . . . . . . . 297
emitted particle . . . . . . . . . . . . . . . . . . . . . . . . . 105 springs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278
Rate rgbPP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48, 178
emitters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 rigid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Dynamics
419
Index
Dynamics
420
Index
scenes shard
rendering. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 extrusion value . . . . . . . . . . . . . . . . . . . . . . . . . 343
sceneTimeStepSize. . . . . . . . . . . . . . . . . . . . . . . . . . 179 Shard Count . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 367
scrubbing shards
rigid body animation . . . . . . . . . . . . . . . . . . . . 308 connecting to fields . . . . . . . . . . . . . . . . . . . . . . 340
Section Radius attribute . . . . . . . . . . . . . . . . . 149, 242 linking original surface to . . . . . . . . . . . . . . . . 340
Seed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178 Shatter effect
emitted particles . . . . . . . . . . . . . . . . . . . . . . . . 105 connecting shards to fields. . . . . . . . . . . . . . . . 340
for duplicated emitted particle object. . . . . . . . 96 creating crack type . . . . . . . . . . . . . . . . . . . . . . 338
Seed Value. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 368 creating solid type . . . . . . . . . . . . . . . . . . . . . . . 337
Select Cluster Mode hotkey . . . . . . . . . . . . . . . . . . 253 creating surface type . . . . . . . . . . . . . . . . . . . . . 337
goal weights on soft-body shards . . . . . . . . . . 344
Selected Only . . . . . . . . . . . . . . . . . . . . . . . . . . 179, 190
linking original surface to shards . . . . . . . . . . 340
self-shadow options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339
particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 shader assignment. . . . . . . . . . . . . . . . . . . . . . . 345
Set Active Key. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263 shard extrusion value . . . . . . . . . . . . . . . . . . . . 343
Set Color Creation Proc . . . . . . . . . . . . . . . . . . . . . . 364 Shear
Set Event Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197 instancer particle option . . . . . . . . . . . . . . . . . . 163
Set Exclusive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301 Show All Burst Positions . . . . . . . . . . . . . . . . . . . . 326
Set Initial Position Show All Launch Positions . . . . . . . . . . . . . . . . . . 326
rigid body Barrier constraint . . . . . . . . . . . . . . 272 Sketch Interval value . . . . . . . . . . . . . . . . . . . . . . . . . 30
rigid body Hinge constraint. . . . . . . . . . . . . . . 269 Sketch Particles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
rigid body Nail constraint . . . . . . . . . . . . . . . . 267
skin
rigid body Pin constraint . . . . . . . . . . . . . 268, 296
soft bodies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
rigid body Spring constraint . . . . . . . . . . . . . . 271
smoke. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Set Passive Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
Smoke effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
Set Rigid Body Collision . . . . . . . . . . . . . . . . . . . . . 295
Smoke Opacity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
Set Rigid Body Interpenetration . . . . . . . . . . . . . . 295
Smoke Particle Name . . . . . . . . . . . . . . . . . . . . . . . 362
Set Spring Rest Length
Smoke Sprite Min and Max Lifespan . . . . . . . . . . 362
rigid body Spring constraint . . . . . . . . . . . . . . 297
shading groups Smoke Threshold . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
assigning to particle object . . . . . . . . . . . . . . . . . 49 Smooth operation
Shadow casting Paint Soft Body Weights Tool . . . . . . . . . . . . . 304
particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 Smooth Shards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 371
shadows Smooth Sub Manips. . . . . . . . . . . . . . . . . . . . . . . . . 350
in particle software rendering . . . . . . . . . . . . . . 46 smoothing weights . . . . . . . . . . . . . . . . . . . . . . . . . 304
particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 Soft bodies
rendering with motion blur . . . . . . . . . . . . . . . 252
Dynamics
421
Index
Dynamics
422
Index
Dynamics
423
Index
Dynamics
424
Index
Dynamics
425
Index
Dynamics
426