If you select individual nParticles for nConstraints, these nParticles must be initial state nParticles that are already in the scene. You cannot constraint nParticles that are emitted into the scene after initial state.
See Constraining Nucleus objects.
Creating an nParticle Transform Constraint
You can create a Transform constraint to hold nParticle objects in place or move them through XYZ space. For example, you can make a Transform constrained nParticle object follow its animated nCloth or passive object through the scene by parenting its Transform constraint locator to the nCloth or passive object.
To create an nParticle Transform constraint
If you select the nParticle object, all of the nParticle object’s particles will be Transform constrained. To constrain selected nParticles, use the Component menu.
The nParticles you selected are now constrained to their current positions in XYZ space, and a Transform constraint locator is created for the selected nParticle object.
The nParticle object you selected are also now connected to the object’s Maya Nucleus solver through a dynamicConstraint node. The preset properties on the dynamicConstraint node determine the constraint’s type (in this case, a Transform constraint) and how it behaves. For example, the Transform constraint has a Spring Constraint Method, an Object to Constraint Relation, and a Component Order Connection Method. See dynamicConstraintShape.
Creating an nParticle Component to Component constraint
You can create a Component to Component constraint to attach nParticle objects to other nParticle objects or to nCloth or passive object components. For example, you can constrain nParticles to the vertices of a character’s nCloth shirt, so that the nParticles cling to the shirt as it moves with the character.
To create an nParticle Component to Component constraint
The Create Component to Component Constraint Options Box appears.
The nParticle object is now constrained to the other target nParticle object or to the target vertices of the nCloth or passive objects you selected, and they are now connected to the nParticle object’s Maya Nucleus solver through a dynamicConstraint node. The preset properties on the dynamicConstraint node determine the constraint’s type (in this case, a Component to Component constraint) and how it behaves. For example, the Component to Component constraint has a Spring Constraint Method, an Object to Object Constraint Relation, an All to All Component Relation, and a Nearest Pairs Connection Method. See dynamicConstraintShape.
Creating an nParticle Point to Surface constraint
You can create a Point to Surface constraint to attach an nParticle object to a target surface (an nCloth surface or a passive collision object). For example, you can use a Point to Surface constraint to hold water nParticles on the surface of an nCloth umbrella.
To create an nParticle Point to Surface constraint
The target surface can be an nCloth or passive object that is part of the same Nucleus system as the nParticle object, or it can be a non-Nucleus object. You cannot use other nParticle objects as target surfaces for a Point to Surface constraint.
The nParticle object is now constrained to the target surface you selected, and both they are connected to the nParticle object’s Maya Nucleus solver through a dynamicConstraint node. The preset properties on the dynamicConstraint node determine the constraint’s type (in this case, a Point to Surface constraint) and how it behaves. For example, the Point to Surface constraint has a Spring Constraint Method, an Object to Object Constraint Relation, an All to First Component Relation, a Component Order Connection Method, and a At Start Connection Update. See dynamicConstraintShape.
Creating an nParticle Slide on Surface constraint
You can create a Slide on Surface constraint to attach an nParticle object to a target surface (an nCloth surface, or a passive collision object), and allow the constrained nParticles to move or slip along the surface to which it is constrained.
You can use a Slide on Surface constraint instead of collisions, and in most cases, it works faster than collisions. For example, you can Slide on Surface constrain a liquid nParticle object to the outside of a passive object bucket, so that the particles drip down the edges of bucket.
To create an nParticle Slide on Surface constraint
The target surface can be an nCloth or passive collision object that is part of the same Nucleus system as the nParticle object, or a non-Nucleus object. You cannot use other nParticle objects as target surfaces for a Point to Surface constraint.
The nParticle object is now constrained to the target surface, and both are connected to the nParticle object’s Maya Nucleus solver through a dynamicConstraint node. The preset properties on the dynamicConstraint node determine the constraint’s type (in this case, a Slide on Surface constraint) and how it behaves. For example, the Slide on Surface constraint has a Spring Constraint Method, an Object to Object Constraint Relation, an All to First Component Relation, a Component Order Connection Method, a Per Frame Connection Update, and enabled Local Collide properties. See dynamicConstraintShape.
Creating a Force Field Constraint
You can create a Force Field constraint to push nParticle objects away from the center of the constraint in a radial field with spherical volume bounds.
To create a Force Field constraint
The Force Field locator appears at the center of the selected nParticle object, and the dynamicConstraint node appears in the Attribute Editor.
The preset properties on the dynamicConstraint node determine the constraint’s type (in this case, a Force Field constraint) and how it behaves. For example, the Force Field constraint has a Spring Constraint Method, an Object to Constraint Relation, an All to First Component Relation, a Component Order Connection Method, and an At Start Connection Update. See dynamicConstraintShape.
The location, size and rotation of the locator determines the size, shape, and volume of the Force Field constraint.
Creating a Disable Collision constraint
You can create a Disable Collision constraint for an nParticle object to prevent it from colliding with all other Nucleus objects, or Nucleus object vertices.
To create a Disable Collision constraint
The nParticle objects you selected no longer collide with any other objects or components that share the same Maya Nucleus solver.
Creating an Exclude Collide Pairs constraint
You can create an Exclude Collide Pairs constraint for nParticle objects to prevent them from colliding with specific nParticle, nCloth, passive objects, or Nucleus object vertices.
To create an Exclude Collide Pairs constraint
For example, you can select two nParticle objects, an nParticle object and an nCloth or a passive object, or an nParticle object and a group of vertices on an nCloth or passive object.
If you select two nParticle objects, they no longer collide. If you selected an nParticle object and an nCloth or passive object, they no longer collide. If you selected an nParticle object and a group of vertices from an nCloth or passive object, the vertices you selected no longer collide.
To edit nParticle constraint membership
The component members and links of the selected constraint highlight in the scene view.
For example, if you want to edit the membership of a Component to Component constraint that links vertices, switch to Vertex selection mode.
To use the nConstraint Membership Tool to edit dynamic constraint membership