State

 
 
 

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

State ID

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.

Set Particle Color to State Color

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.

State Color

Sets the particle's display color for the purpose of distinguishing the state to which it belongs.

Execute Once on Enter State1

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.

Execute Every Frame1

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.

Triggers and Results

Trigger1

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.

Change State on Trigger1

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.

Execute on Trigger1

Executes whatever compound is plugged in here at the time that the trigger value is reached.

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