Particles > Particle
Collision Event Editor
nParticles > Particle
Collision Event Editor
Using the Particle
Collision Event Editor, you can create, edit, and delete
collision events for Maya classic particles and nParticles. The
options in this editor let you specify the details of your particle
collision event such as setting whether or not the source particle
object dies and specifying number of new particles that are emitted
from the event.
You can also create particle
collision events using a MEL procedure. For information, see
Create a MEL procedure for collision events.
Objects and Events
Click a particle or nParticle
object name in the Objects list to select it.
All events belonging to the selected object are displayed in the Events window.
- Update Object List
-
Updates the list of objects when
you add or delete particle objects and events.
- Selected Object
-
Displays the selected object.
- Selected Event
-
Displays the selected event.
- Set Event Name
-
Lets you change the name
of the selected event. Event names display in the Events window. Event
names cannot include spaces.
- Creating Event/Editing Event
-
Indicates that you are either
in event creation mode or event editing mode.
- New Event
-
Creates a new collision event.
- All Collisions
-
When on, the event is executed
each time a particle collides. When off, the event executes at the
collision specified by the Collision number.
NoteFor nParticles, the
maximum number of collisions for each particle is one collision
per simulated frame.
- Collision Number
-
Sets which collision executes
the collision event.
Event Type
Specifies the details
of the collision events such as the number and type of target particles
created by the event.
Type
Sets the type of collision
event you want to create. Select either Emit or Split.
- Emit
-
Sets Emit as
the event type. When on, the source particle object continues to
live after the collision event. The target particle age is 0 when
it is created.
If you want to use Emit as
the event type and still have the source particle die, turn on Original
particle dies.
- Split
-
Sets Split as
the event type. When on, the original particle object dies after the
collision event. The target particle inherits its age from the source
particle.
- Random # Particles
-
When on, a random number
of target particles are created for each collision event. For the
range of particles created, the minimum number of particles is 0 and
the maximum number of particles is set by the Num
Particles value.
- Num Particles
-
Sets the number of target particles
created by a single collision event.
For example, a value
of 1 creates 1 target particle each time a source particle collides,
while a value of 10 creates 10 target particles each time a source
particle collides.
- Spread
-
Sets the spread of the target
particles created from the event.
- Target Particle
-
Lets you specify the target
particle object for the event. Type the name of the existing particle
system you want to use as the target particle system. You can use either
the name of the particle objects shape node (particleShape or nParticleShape)
or its transform node name (particle or nParticle).
If you do not specify
a particle type, the target will be an nParticle.
- Inherit Velocity
-
Sets the percentage of
the source particle's velocity that is inherited by the target particles
after the collision event.
Event Actions
- Original Particle Dies
-
When on, the source particle
dies after the collision event.
- Event Procedure
-
Lets you enter a MEL script
Event Procedure that will be called when a specified particle (the
particle that owns the event) collides with an object. The procedure must
have the following format and argument list:
global
proc myEventProc(string $particleName, int $particleID, string $objectName)
See
Create a MEL procedure for collision events.
- Create Event
-
Creates the collision event.
- Delete Event
-
Deletes the collision event.
- Close
-
Closes the Particle
Collision Event Editor.