This compound lets you define a particle behavior that is used with the State Machine (either the State Machine parameters
in the Simulation Root compound or the State Machine compound).
Each behavior is a combination of a trigger compound and an effect compound, such as particles spawning new particles when
they collide with an obstacle. The particles can transition from one state to the next as you specify with its State ID.
Plug each State compound's Execute State output into the State Machine ports on the Simulation Root node or into the State
Machine compound in the order in which you want the states to be evaluated (top down evaluation).
Each State compound contains its own Simulate Particles node, so you need to unplug the Simulate Particles node from the ICETree
node so that it doesn't interfere with the states.
For more information on states, see ICE Particle States.
NoteIf the particles are rigid bodies, you can use the
Simple State compound instead of the State compound. The Simple State compound doesn't contain the Simulate Particles node, so you can
use the Simulate Bullet Rigid Bodies or Simulate Rigid Bodies node with it.
Tasks: Particles/States
Output Ports: Execute_State
State Values
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Gives each State compound a unique ID so that the particles in that state can be easily identified. If there are two states
that have the same ID, only the state that is plugged in first into the State Machine will be evaluated.
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Uses the State Color you define below as the display color for the particles. If this option is off, the particles are not
displayed with this color. You can use the State Color as you're working with setting up the states, then turn off this option
when you're finished setting up the states so that all particles are displayed with the same color.
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Sets the particle's display color for the purpose of distinguishing the state to which it belongs.
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Executes the compound plugged in here only once when the trigger compound's value is reached. Plug in a compound that can
be used with States, then set the parameters in this compound's property editor to define the particle behavior. You can use
compounds in the Surface Interaction, Goals, Spawning, Strands, or Motion Control groups. However, you can use any compound
that can cause a change to particles, such as compounds in the Forces or Setters groups.
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When the trigger compound's value is reached, this port executes the compound plugged in here at every frame so that the particles
continue to be evaluated. Plug in a compound that can be used with States (see above), then set the parameters in this compound's
property editor to define the particle behavior.
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Triggers and Results
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Defines the trigger, which is a compound that causes an effect to happen when its value is reached. Plug in a compound from
the Conditionals group to use as a trigger, such as Test Particle Age, then set its value. You can plug in any compound here
that is a Boolean. When this compound's value is reached, the particles change to the next state that you define, and an action
defined with another compound is executed.
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The state to which the particles will be transitioning when the trigger compound's value is reached. If you change to another
state, you must create that State compound, give it a State ID, and set up its particle behavior. The particle stays in this
state until it is forced to change to another state using this option.
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Executes whatever compound is plugged in here at the time that the trigger value is reached.
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