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Tips
 
&
 
Tricks
 
Basics
 
:
 
Particles
 
&
 
Expression
 
Date:
 
20
th
 
Apr
 
2009
 
P a g e
 
|
 
1
 
Maya
 
Particles
 
:
 
Fountain
 
with
 
Expression
 
Monday,
 
April
 
20,
 
2009
 
3:12
 
PM
 
As
 
per
 
the
 
earlier
 
exercise
 
we
 
have
 
a
 
pretty
 
neat
 
looking
 
simulation
 
of 
 
a
 
line
 
of 
 
fountains.
 
While
 
we
 
can
 
appreciate
 
the
 
over
 
look
 
and
 
simulation,
 
there
 
are
 
things
 
that
 
we
 
may
 
want
 
to
 
add
 
up
 
to
 
make
 
this
 
simulation
 
even
 
better.
 
We
 
notice
 
that
 
all
 
the
 
fountains
 
are
 
identical
 
in
 
look.
 
So
 
let
 
us
 
try
 
making
 
things
 
a
 
bit
 
more
 
different.
 
Would
 
this
 
not
 
be
 
more
 
better
 
looking,
 
if 
 
we
 
could
 
make
 
the
 
fountain
 
move
 
like
 
a
 
wave.
 
That
 
each
 
fountain
 
go
 
on
 
and
 
off 
 
at
 
different
 
times
 
and
 
make
 
this
 
look
 
more
 
interesting.
 
This
 
can
 
ofcourse
 
be
 
done
 
with
 
simple
 
keyframing,
 
but
 
then,
 
the
 
flexibility
 
will
 
be
 
found
 
wanting
 
as
 
each
 
and
 
every
 
emitter
 
will
 
have
 
to
 
be
 
edited
 
to
 
get
 
the
 
precise
 
look.
 
 
Tips
 
&
 
Tricks
 
Basics
 
:
 
Particles
 
&
 
Expression
 
Date:
 
20
th
 
Apr
 
2009
 
P a g e
 
|
 
2
 
We
 
need
 
to
 
think
 
what
 
is
 
the
 
most
 
common
 
attributes
 
needed
 
to
 
get
 
this
 
effect:
 
All
 
the
 
particles
 
should
 
look
 
the
 
same
 
hence
 
number
 
of 
 
particles
 
and
 
their
 
spread
 
should
 
be
 
the
 
same
 
All
 
particles
 
should
 
move
 
the
 
same
 
way
 
and
 
same
 
height…hence
 
the
 
speed
 
should
 
be
 
the
 
same
 
While
 
the
 
speed
 
is
 
the
 
same
 
in
 
height,
 
we
 
do
 
not
 
want
 
all
 
to
 
be
 
at
 
the
 
same
 
height
 
all
 
the
 
time…perhaps
 
if 
 
this
 
could
 
be
 
cycled.
 
This
 
can
 
be
 
done
 
quite
 
simply:
 
We
 
select
 
the
 
emitter
 
and
 
create
 
a
 
runtime
 
expression:
 
This
 
create
 
a
 
simple
 
sin
 
wave
 
and
 
makes
 
the
 
particles
 
get
 
emitted
 
in
 
a
 
wave
 
fashion.
 
However
 
the
 
particles
 
emit
 
height
 
is
 
not
 
enough…we
 
can
 
add
 
a
 
multiplier
 
to
 
the
 
above
 
expression
 
as
 
we
 
desire
 
Hence
 
the
 
expression
 
would
 
be
 
Emitter1.speed=
 
sin
 
(time
 
*10);
 
While
 
all
 
this
 
is
 
fine…and
 
each
 
emitter
 
is
 
added
 
with
 
this
 
expression.
 
We
 
notice
 
that
 
all
 
are
 
doing
 
the
 
same.
 
Hence
 
all
 
the
 
emitters
 
are
 
emitting
 
and
 
stopping
 
at
 
the
 
same
 
time.
 
What
 
we
 
need
 
is
 
and
 
offset
 
to
 
all
 
of 
 
these.
 
We
 
can
 
of 
 
course
 
edit
 
each
 
of 
 
these
 
expressions
 
(for
 
the
 
speed
 
of 
 
each
 
emitter),
 
but
 
then
 
controlling
 
them
 
is
 
still
 
a
 
problem.
 
Therefore
 
the
 
logical
 
thing
 
to
 
do
 
is
 
have
 
a
 
"central
 
Command"
 
or
 
an
 
object
 
whose
 
attributes
 
drive
 
the
 
particles.
 
Hence
 
we
 
create
 
a
 
locator.
 
(one
 
can
 
create
 
any
 
type
 
of 
 
object
 
as
 
per
 
choice).
 
To
 
this
 
object
 
we
 
will
 
add
 
various
 
attributes
 
Modify
 
>>
 
Add
 
Attribute
 
 
Tips
 
&
 
Tricks
 
Basics
 
:
 
Particles
 
&
 
Expression
 
Date:
 
20
th
 
Apr
 
2009
 
P a g e
 
|
 
3
 
The
 
attributes
 
(for
 
this
 
exercise)
 
is:
 
1.
 
Number
 
of 
 
particles
 
the
 
emitter
 
has
 
to
 
emit
 
(i.e
 
rate)
 
2.
 
Overall
 
speed
 
of 
 
all
 
particles
 
3.
 
How
 
the
 
particles
 
are
 
spread
 
4.
 
Offset
 
speed
 
of 
 
each
 
emitter
 
The
 
data
 
type
 
is
 
important,
 
whether
 
the
 
data
 
is
 
to
 
be
 
in
 
vectors
 
or
 
integers
 
or
 
float…etc.
 
Using
 
Modify
 
>>
 
Edit
 
Attribute
 
one
 
can
 
modify
 
attributes.
 
The
 
key
 
question
 
to
 
newbies
 
is
 
how
 
does
 
one
 
know
 
what
 
value
 
to
 
put
 
in.
 
This
 
is
 
really
 
simple.
 
1.
 
Number
 
of 
 
particles
 
the
 
emitter
 
has
 
to
 
emit
 
(i.e
 
rate)
 
:
 
Leave
 
the
 
minimum
 
and
 
maximum
 
blank
 
as
 
we
 
do
 
not
 
need
 
end
 
limits.
 
As
 
a
 
particle
 
cannot
 
be
 
in
 
decimal
 
(1/2
 
particle
 
etc).
 
The
 
data
 
type
 
is
 
integer
 
2.
 
Overall
 
speed
 
of 
 
all
 
particles
 
:
 
normally
 
the
 
speed
 
of 
 
the
 
particles
 
is
 
around
 
20.
 
hence
 
to
 
be
 
flexible
 
the
 
minimum
 
is
 
set
 
to
 
zero
 
and
 
the
 
maximum
 
is
 
set
 
to
 
100.
 
This
 
data
 
type
 
is
 
set
 
to
 
integer
 
(though
 
one
 
may
 
set
 
it
 
to
 
be
 
a
 
float)
 
3.
 
How
 
the
 
particles
 
are
 
spread:
 
Normal
 
particle
 
spread
 
is
 
0
 
to
 
1.
 
hence
 
the
 
same
 
values
 
are
 
set
 
for
 
minimum
 
and
 
maximum.
 
And
 
since
 
the
 
values
 
are
 
in
 
decimals,
 
we
 
use
 
the
 
date
 
type
 
float.
 
4.
 
Offset
 
speed
 
of 
 
each
 
emitter:
 
this
 
is
 
the
 
key
 
attribute
 
and
 
hence
 
we
 
want
 
more
 
control.
 
The
 
data
 
type
 
is
 
float.
 
The
 
minimum
 
and
 
maximum
 
values
 
are
 
kepe
 
at
100
 
and
 
100
 
respectively.
 
While
 
doing
 
the
 
exercise,
 
these
 
values
 
were
 
fixed
 
at
 
much
 
higher
 
value
 
than
 
eventually
 
needed.
 
So
 
let
 
us
 
put
 
the
 
proper
 
expression
 
on
 
each
 
emitter.
 
Emitter1
 
:
 
emitter1.speed
 
=
 
(locator1.Overall_speed
 
*
 
(sin
 
(time
 
+
 
((locator1.Offset_speed/10)
 
*1))));
 
Let
 
us
 
decipher
 
what
 
this
 
"complex
 
expression"
 
is
 
about.
 
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