Particles > Instancer (Replacement)
Particles > Instancer (Replacement) >
The options that follow are available when you
select Particles > Instancer (Replacement) > . If
you want to modify the options after you use the particle instancer,
select the instanced particle object and display the Attribute Editor.
Most of the options are in the Instancer Attributes section
of the particle shape node tab. A few options are in the instancer
node, available by clicking the instancer node tab in the Attribute
Editor after you select the particle object. You can
also select the instancer node in the Outliner.
NoteYou 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
- Particle Instancer Name
Optional name of the instancer node.
A default name is created if you leave this entry empty.
- Rotation Units
you set the Rotation settings for you particles, this
option specifies whether the value is interpreted as degrees or
- Rotation Order
set the Rotation settings for your
particles, this option sets the precedence order of rotation, for
instance, XYZ, XZY, or ZXY. See
Level of Detail
whether the source geometry appears at the particle locations or
whether a bounding box or boxes appear instead. Bounding boxes speed
up scene play.
The source geometry appears at the particle locations.
- Bounding Box
Displays a single box for all the objects in
the instanced hierarchy.
- Bounding Boxes
Displays individual boxes for each object in
the instanced hierarchy.
from the following options:
Instance a single object.
Cycle through the objects in the Instanced Objects list.
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.
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
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
then write a creation and runtime expression to set the custom attribute
appropriately as the scene plays.
- Cycle Step Unit
using an object sequence, select whether frames or seconds are used
for the Cycle Step Size value.
- Cycle Step Size
If you’re using an object sequence, enter
the particle age interval at which the next object in the sequence
appears. For example, a Cycle Step Size of
2 (seconds) displays the next object in the sequence at the frame
where a particle’s age exceeds 2, 4, 6, and so on. See the Age attribute in
particleShape node for
details on how to alter the age of particles.
If you use an object sequence, you’ll typically use
unanimated objects displayed in sequence. You can use animated objects
effectively if you set the Cycle Step large
enough to portray their animation.