Effects > Create Fireworks

 
 
 

Creates the fireworks effect.

Effects > Create Fireworks >

Sets the options when creating a fire effect. Here are the options:

Fireworks Name

Specifies the name of the fireworks object.

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.

Min, Max Flight Time (Frames)

Set the time range between the launch and burst of each rocket. These parameters are used only at creation time to randomly distribute the length of each rocket’s flight. Later, you can specify each rocket’s launch and burst frame.

Max Burst Speed

Sets how fast all rockets burst, and, consequently, how wide the bursts appear. Each particle in the burst has a random speed, and this speed is the maximum. This parameter is typically set at creation time, but you can edit it later.

Rocket Trail Attributes

Set Color Creation Proc

Turn this checkbox on to specify your own MEL procedure that creates the colors used for all rocket trails. Leave this checkbox off to use the default color creation procedure. Using your own color creation procedure can save you time editing it later in the Attribute Editor. You cannot change this option after creation.

Color Creation Proc

If you turned on Set Color Creation Proc, this parameter lets you specify a custom MEL procedure name to create a custom trail color palette. Maya looks for the custom procedure by searching your user scripts directory for a MEL script with the same name. You cannot change this option after creation, although you can individually edit the trail colors.

Your procedure should include the following syntax:

global proc vector[] myFireworksColors( int $numColors )

In this syntax, the argument $numColors specifies the total number of colors requested. The return value should be an array of vectors with the new colors in it.

Num Trail Colors

Sets the number of different colors for rocket trails. By default, trail colors are chosen in the yellow to orange spectrum. You can change the colors used, but you cannot change the number of colors after the firework is created.

Rocket Sparks creation controls

Min Sparks Count, Max Sparks Count

Each burst consists of a number of streaks randomly distributed between these two values.

Num Spark Colors

Sets the number of different colors in your burst sparks palette. The actual number of colors used is set by the Sparks Color Spread option (see Sparks Color Spread for details). By default, the burst sparks palette colors are chosen in consecutive order around the color wheel. You can change the colors used, but you cannot change the number of colors available after the firework is created.

Note

For information on the Color Creation Proc controls, see Remake Color Palette.

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