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Birth Group OperatorPath: Particle View > Add or select Birth Group. The Birth Group operator copies a set of mesh objects (with their positions and orientations) as particles. To use Birth Group, add it to an event or replace an existing birth operator in the particle system. For best results, if the event contains Shape- and/or Position-type operators, delete them. See also Birth Stream Operator and Birth Grid Operator. Procedure Certain conditions must be met for Birth Group to work correctly. For the recommended method, follow this example procedure:
Interface Emit Time - The frame number at which the operator emits all particles. Default=0. Like the Birth Grid operator, Birth Group generates all particles at the frame defined by the Emit Time setting. To make the particles appear gradually, generate the particles in a non-renderable birth event, and then direct the particles to another event in any fashion you like. Tip: To make an event non-renderable, highlight the event, right-click it, and choose Properties from the menu. This opens the Object Properties dialog; in the Rendering Control group, turn off Renderable, and then click OK. Also, disable or delete the Display operator in the Birth event. Particle Objects - Lists the objects to be instanced as particles. Add/By List/Selected - Use these buttons to add objects to the list: Click Add and then select an object, or click By List to open a selection dialog and choose objects in the list, or select objects to add in the scene and then click Selected. Tip: To save memory, when adding several objects that use the same shape, use instanced objects. For example, if you want to use several teapots and several cylinders as particles, start with one of each and then use Shift+Move with the Instance option to clone them. You can scale the instances individually if you like, but the software keeps only one copy of each shape in memory. So in this example, the Stats > Number Of Shapes value would be 2, no matter how many copies you made of each. The total number of instanced shapes would be shown as Particles Total. Remove/By List/Selected - Use these buttons to remove objects from the list: Highlight a list entry and then click Remove, or click By List to open a selection dialog and choose objects in the list to remove, or select objects to remove in the scene and then click Selected. Hide/Unhide/Select - Use these buttons to hide or unhide all objects in the list, or click Select to select the list objects in the scene. Note: If some of the Particle Objects are hidden and others are unhidden, both Hide and Unhide are available; otherwise, only one or the other is, as long as the list is populated. Update Particles From Objects - If you change the particle objects, either by modifying or transforming one or more of the source objects, or by changing the list contents, click this to update the birth particles. It is not necessary to update after first populating the list. Separate Particles for - These options work the same way as in the Shape Instance operator to let you specify whether connected objects should be treated as a whole or individually:
Acquire Shapes - When on, particle geometry is defined by the objects in the Particle Objects list, and the additional settings (see following) become available. When off, the Particle Objects define only the count and positions of particles created by Birth Group.
Stats - Shows statistics about the generated particles: the average number of vertices and faces per particle, the total number of shapes in the Particle Objects, and the total number of generated particles.
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