Particle Skinner ModifierPath: Select one or more objects > Modify panel > Modifier List > Object-Space Modifiers section > Click Particle Skinner > Parameters rollout. The Particle Skinner modifier allows one or more PFlow particle systems to deform the geometry of the modified object. Its main purpose is to transfer particle motion and animation (as a whole particle system) to standard geometry objects. In effect, particles function as bones for skinning the modified geometry. As with regular bones, significant inter-particle movement can disturb the controlled skin quite a bit. Thus, for controlled, cohesive motion, it's important to work out the particle animation in advance. In this sense, Particle Skinner has a close relationship with the PhysX Glue test, which can bind particles together. Because Particle Skinner is somewhat similar to the Skin Wrap modifier that is part of 3ds Max, the terminology is roughly analogous: The particles in a Particle Flow particle system that play the role of bones for skinning are called control particles. The object modified with Particle Skinner is the base object; this can be any type of deformable geometry. Also, the term point describes a vertex on the base object. Particle Skinner is also like Skin Wrap in that lets you modify the structure and topology of the base object after defining the skin/bones relationship (that is, after clicking the Activate Skinning button). Particle Skinner is flexible with regard to when to define the Skin Pose. This pose is defined at the current frame when you click Activate Skinning. You don't need to define the Skin Pose at frame 0. You can instead choose the frame most appropriate for defining the Skin Pose; in most cases this is a frame at which the control particles are close to the skin geometry, and their influence covers the entire surface of the base object. See also: Particle Skinner Modifier: Data Wiring Parameters rollout Particle Skinner Modifier: Display Parameters rollout Interface Particle Skinner modifier stackControl Particles sub-object level - When Activate Skinning is on, you can view and select control particles at this level. This is mostly for debugging purposes because you can see the extent of influence zones for particles, and also uncontrolled points. Some controls related to this level are on the Display Parameters rollout. Parameters rolloutNote: Because of the length of the Parameters rollout, the user interface illustration is divided into two different parts showing the top half and the bottom half. The latter is included following, before the descriptions of its controls (starting with Controllers Limit). Activate Skinning - Click to define a Skin Pose: the relationship between the surface geometry of the base object and the control particles. The frame at which you activate skinning matters because the relationship takes into account the position/orientation/scale of the control particles at the current frame. The modifier makes a snapshot of the control particles to use as a bone definition for skinning. ? - Shows the major skinning-related statistics:
Timing groupThe settings in this group let you set a frame range within which the particles affect the object shape. Hide Before Time On - When on, the object is completely hidden before the frame specified by Time On.
Hide After Time Off - When on, the object is completely hidden after the frame specified by the Time Off numeric setting. Available only when Time Off is on. Particle Flow Systems - Shows the Particle Flow systems whose particles will affect the object shape. Use the Add button to add systems by selecting the PF Source icons in the viewport, or the By List button to add PF Source objects from a list. To remove a system, highlight it in the list and click Remove. All Particle Flow Events - When on, all events in the listed Particle Flow systems (see preceding) participate in the modifier. When off, use the Particle Flow Events controls (see following) to specify which events' particles should affect the object appearance. Particle Flow Events - When All Particle Flow Events is off, the list shows the events whose particles affect the object appearance. Add events to the list with the Add By List button, and remove events by highlighting them and then clicking Remove. Note: Even after clicking the Activate Skinning button (that is, in the active skinning state), you can still modify the subset of Particle Flow events. In doing so, you reduce the control of the control particles only to the moments when the control particles are present in the Particle Flow events. For example, say you click Activate Skinning with the All Particle Flow Events option enabled, at frame 100 when 50 particles are active. By doing so, you use those 50 particle as control particles. If, after you activate skinning, you turn off All Particle Flow Events, and add, say, Event 02, then the modifier will use for skinning only the control particles when they are in Event 02. Falloff - Determines the rate of change of the influence of control particles. Default = 1.0; Range = 0.001 to 10.0. For best results (that is, smoother transition of control from particle to particle), use Falloff values between 1.0 and 2.0. With values below 1.0, the transition from particle to particle is more rigid; the control tends to have a dominant particle, with lesser influence from non-dominant particles; with higher values, the control is averaged more among particles, so the transition zone tends to stay in place. Distance Influence - Determines the distance and configuration of the influence of control particles. Choose the method by which distance is calculated:
Controllers Limit - The maximum number of control particles that can control a point. Control By Inside Inclusion - When on, if a control particle is located outside a point (a control particle can "look at" a point from the outside of the controlled surface), then the particle does not control the point. When off, only distance matters; whether or not a particle can control a point is determined by proximity to the point. You can use this option to limit the influence to the particles that are inside the geometry. This way, if your geometry comprises a number of noncontiguous elements, and you place control points inside the element volumes, then control particles inside one element cannot influence other nearby elements. Rip Surface Apart groupIn addition to modifying geometry shapes according to particle motion, Particle Skinner can tear a surface apart, thus modifying the topology, if control particles are located far apart from each other. The parameters in the group define when and how the ripping can be triggered, and how the modifier processes the ripping topology. Remove Uncontrolled - When on, points not associated with any control particles are removed from the surface, along with their faces. Type - Choose the method by which Particle Skinner tears the modified object. If the None option is active, the remaining controls are unavailable.
Edge Split Precision - Ripping the surface is achieved by splitting certain edges in the base object geometry. You control the precision of the split and pruning of the resulting sliver faces with the parameters in the group. To avoid the creation of sliver faces, you can tell the software when a split point should snap to the closest original vertex.
Distance Change/Offset Distance - This group, whose name depends on whether you set Type to Distance Change or Offset, lets you specify the travel distance for particles at which ripping starts. For details, see the Distance Change and Offset definitions, preceding. PhysX Glue Bindings - If you set Rip Surface Apart > Type to Binding Break, these settings become available.
Controllers Limit - The maximum number of control particles that can control a point. Sustain Topology - When on, you can set a time limit for changing the modified object's topology. This is important when rendering with image motion blur; otherwise you can safely ignore this setting.
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