  | | | MEL & PARTICLE EVENT | MEL & PARTICLE EVENT 2003-11-20 - By Aleksandar Stiglic
Back You can save your self a lot of trouble by just emmiting particles from those surface with emit direction and add a bit of randomness, then just play it backwards, or disconnect particles from time node and animate.
Otherwise you can set up particle event in Particles->Particle collision events... This will write mel on it's own...
You can also emit particles from B&W picture, and add don't emit from black, then animate sequence of images to clear up definition of logo in white, thus forming logo out of particles...
Hope this helps...
Al
Sebastien Tessier wrote:
> Hi, > > I got two planes on top of each other. The plane on the top has holes (Logo > trimed) that will let the particles collide with the plane beneath. What I > want now is that the particles that collide with the first plane dies ... so > the particle that land on the second plane form the trimed logo. > To do that, I have to source a script in the "event procedure" but I don't > understand the whole trick as it's explained in the Maya doc. > > 1-Create a MEL script that contains a procedure with this format: > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------ > global proc myEventProc (string $particleObject, > int $particleId, string $geometryObject) > { > Type MEL statements here; > } > > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- -- > > I know what to put as "particleObject" and "geometryObject" > but what do I use as "particleId" ? > What is "Type MEL statements here" ? > > I would appreciate any tips > > Thanks > > Sebastien Tessier > T.D. > 6DEGRES > > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --- > List-help: <mailto:listar@(protected)?Subject=help> > List-unsubscribe: <http://www.highend3d.com/maya/listserver/> > List-subscribe: <http://www.highend3d.com/maya/listserver/> > List-archive: <http://www.highend3d.com/maya/archive/>
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