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 Duplicate emitters

Work with emitters

Vary emission from different points of point emitters
 
                
               
             
             
            
            Connect emitters and particles
          
       
       
       
       
      There
         are several techniques for connecting emitters and particles:
      
      
         - An
            easy way to connect an existing particle object to an emitter is
            with the Dynamic Relationships Editor
            (see 
                     Dynamic relationship editor).
            You must use this method if you want
            to connect an existing particle object to a selected emitter on
            an object with multiple emitters. 
         
- After
            you finish setting the color and other attributes of emitted particles, you
            can conveniently create a new emitter and connect it to the particles. The
            new emitter will emit particles with the same attribute settings.
            The new emitter can emit at a different rate or direction, or even
            be a different type of emitter.
            For example, suppose you create a fire effect
               and want to expand its size. You can add emitters to the original
               emitting object, then connect the existing emitted fire particle
               object to the new emitters. The particles emitted from the added
               emitters have the same attributes as the existing particles.
             
- You
            can create two or more empty particle objects, define unique attributes
            for each, and connect them to one emitter. This lets you emit different
            particle effects, such as fire and smoke, from the same emitter. 
            If you connect multiple particle objects to
               an emitter, the emitter emits them all with their respective attributes.
               For example, if you have a red particle object and a green particle
               object and you connect both to an emitter, the emitter emits both
               green and red particles.
             
- You
            can connect emitted particles to the emitter of your choice on an object
            with multiple emitters. 
         
- To
            replace an existing emitted particle object with another, use the Dynamic
               Relationships Editor to disconnect the existing particle
            object so that only the desired particle object is emitted. 
         
- You
            can add an existing independent emitter to a single selected object. The
            emitter must not already exist in another object. If you create
            an emitter with the Maya API, use this technique to add the emitter
            to the desired object.
         
To
         connect a particle object to an emitter
      
      
         - Select
            the particle object you want to connect to the emitter.
         
- Shift-click
            the emitter (or the object that owns it). If you are selecting the emitter
            in the Outliner, use Ctrl-click (Windows
            and Linux) or Command-click (Mac OS X) to make a non-contiguous
            selection.
         
- Select 
                     Particles > Use Selected Emitter.
         
To
         create an empty particle object
      
      
         - Select 
                     Particles > Particle Tool >  to display
            the options window. to display
            the options window.
- Enter
            0 in the Number of Particles box and
            press  (Windows and
            Linux) or (Windows and
            Linux) or (Mac
            OS X). (Mac
            OS X).
- Move
            the pointer to the workspace and press  or or . .This creates an empty particle object in the Outliner. 
             
To
         add an existing emitter to an object
      
      
         - Select
            the object and shift-select the emitter.
         
- Select 
                     Particles > Emit from Object.
            The emitter becomes indented under the object
               in the Outliner. Moving the position
               of the object moves the position of the emitter.