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Part X: Dynamic Animation
4. With the Particle Flow Source still selected, click the Particle View button in the Modify panel of
the Command Panel to open the Particle View window (or press 6). In the Event 01 box, select
the Shape01 action, and in the rollout that appears to the right, set the Shape to Sphere and the
Size to 5.0. Select the Speed01 action, and set the Speed value to 100. Click the colored dot to
the right of the Display01 action, and select white as the new color.
5. Select the Collision Spawn action from the Depot pane, and drop it in Event01 beneath the
Display01 action. Then select the Collision Spawn action, click the By List button in the Parameters
pane, and select the SOmniFlect object. Then disable the Test True for Parent and Spawn Particles
option, enable the Spawn On Each Collision option, and set the Offspring value to 10.
Figure 41.19 shows an avalanche of snowballs as it rages down a snowy hillside.
FIGURE 41.19
Using the Collision Spawn and a well-placed deflector, you can create an avalanche effect.
Using Particle Flow helpers
In addition to the Standard Flow event, several other actions create icons in the viewports that are con-
trolled using the action parameters. One of these helpers appears when the Find Target action is added to
an event node. This helper is a simple sphere, but all particles in the scene are attracted to it. It also can be
animated.
The Speed By Icon action creates an icon that forces particles to follow its trajectory path.
Wiring events
Each new event node that is created has an input that extends from the upper-left corner of the node, and
each Test event that is added has an output that extends to the left of its icon, as shown in Figure 41.20.
Test action outputs can be wired to event inputs by dragging from one to the other. The cursor changes
when it is over each.
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