You can use the Particle Collision
Event Editor to create events that occur when particles collide
with geometry. Using a collision event, you can create new particle objects
that emit into the scene or kill particles when they collide. You
can create collision events for particle and nParticle objects.
NoteCollision events
can only occur when particles from different particle or nParticle
systems collide. Collision events can not occur when nParticles
self-collide.
You can also execute
a MEL script when particles or nParticles collide. The actions that
occur after contact are called events. See
Create a MEL procedure for collision events.
For more information
about using nParticles with collision events, see
nParticle collision events.
NoteWhen creating particle
collision events using nParticles, be aware of the following:
- The collisionGeometryIndex output attribute
is not supported for nParticles collision events in Maya 2011.
- nParticle collisions events pass the
name of the Nucleus object that the nParticles are colliding with
rather the geometry's name to the event callback.
- The Nucleus ground plane cannot be the
target of an nParticle collision event.
To create a particle or nParticle collision event
- Select the particle or nParticle object
you want to use as the event source particle object.
- Depending on the source particle type,
do one of the following:
- Click Create Event.
The new event appears
in the Events panel.
- (Optional) Type a name for your event
in the Set event name field.
- Specify the frequency of the event by
doing one of the following:
- Turn on All Collisions if
you want the event to execute on each particle collision.
- Specify at which collision you want the
event to execute by setting the Collision number.
Under Event
type, specify the event settings by doing the following:
- Turn on either Emit or Split.
When Emit is
on, the source particle object continues to live after the collision
event. The target particle age starts when the object is created.
When Split is
on, the source particle object dies after the collision event. The
target particle inherits its age from the source particle.
- If you want to create a random number
of target particles, turn on Random # particles.
See
Random # Particles.
- Specify the number of target particles
you want to create for each particle collision by setting Num
particles.
- Set the Spread for
the target particles.
- Specify the Target particle by
typing the name of an existing particle or nParticle object. You
can use either the name of the particle object’s 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 object.
- (Optional) To create another collision
event, click New Event.