Particles
Interface buttons
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When using getani | save ani in Particles or Organic, a layout file is automatically saved with it.
See also
general menu, options
To delete all the animations of the current active solid.
See also
delete ani in the GIG edit menu
Any GIG model can be converted into a particle system. After clicking convert, any solid in the currently active part of the tree will be converted into a particle system (to select a part of the tree, use get solid tag). An already converted model can be converted again with different settings for density, random,or hollow by clicking the convert button again. All parameter values will be retained when converting again.
Select reconvert to set a particle system back to its original model. All parameter settings will be lost after selecting reconvert.
- Note
- Each solid in the converted model will be an independent particle system whose dynamics can be individually changed.
- The number of particles being generated depends on the density value, the size of the model, and the setting for random and hollow.
- Original animations and attributes of a converted model will be retained.
- Convert might take some time with complicated models, so it is good practice to start with a low value for density.
This function allows you to set the density distribution of the particles when converting. A higher density value will result in a model with more particles. The actual number of particles depends on the size of the model (small models need a higher density). Values below 1.0 are also possible.
This function allows you to generate particles randomly from a solid or to generate a regular distribution of particles.
This function allows you to select between generating particles from the surface of the solid (hollow) or inside the solid.
This function allows you to activate a part of the tree. This can be any GIG model (particle or non-particle model with a tag).
Tags might be selected to:
- convert a GIG model to particle systems
- re-generate the particles of a particle system (e.g., to change the
radius or density)
- activate a particle system in order to change its parameters
- prevent a particle system from being simulated (lock)
Several particle systems can exist in an environment. Only the parameters of the active particle systems can be changed.
When selecting a top tag of a tree containing several particle systems, the parameters of all particle systems in the group can be changed at the same time.
This function prevents a particle system from being simulated. A specific particle system can be prevented from simulating by locking it. To do so, first activate the particle system using get solid tag, then switch on lock.
This function allows you to switch between global or local particles transformation. Local particles are transformed with their particle system, while global particles move independently of their particle systems' transformation (see the comet example in the tutorial).
This function allows you to show the radius and blur of particles in wireframe. This has no effect on the rendering and is for wire frame display only.
show radius works only for global emitted particles.
The display in wireframe can be slow when show radius is active.
This function allows you to display the particles in the particle system from which new particles are emitted. This will also affect rendering.
This function allows you to display the xyz axes of each particle system. It is useful when the position of the particle system is not clear, for instance when show emitters is off.
This function allows you to render particles as blended
particles. The particles will blend together in a way similar
to sculptor objects when rendered.
This function allows you to make particles of the same system collide with
each other. Default it is turned off and particles will ignore hits against
fellow particles of the same particle system.
This function allows you to connect particles emitted from the same point. It can be used for modeling with particles.
With global activated, the connection between the emitters and the particles is not shown in wireframe, but it will be there when rendering.
Clicking the reset simulation button resets all dynamic points to the position they had before any simulation. It is usually not enough to start again from frame 1 for a new simulation because the dynamic points are still in their old positions. Clicking reset simulation resets the dynamic points as well.
Click the Organic button to activate it. The Particles interface interface will be replaced by the Organic interface. This is actually a shortcut: the normal procedure would be to go to GIG and choose the Organic tool.
Camera settings and windows will be retained in the Organic interface. This button is not available if a license for Organic does not exist.
Click the GIG button to activate it. The Particles interface will be replaced by the normal GIG Interface. Go back to Particles by choosing Particles from the tools menu or by clicking Particles directly if it is available.
See also
tools
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