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we are going A velocity of <<0,2,1>> tells us that this object is moving 2 units per second in Y and 1 unit per second in Z The mag function will return a floating-point number from a vector based on a mathematical formula Therefore, we can use the mag function to define our custom variable We can then use this variable as a value within any expression It might look something like this: float $speed = mag(particleShape1velocity); particleShape1rgbPP = <<2,$speed,5>>;
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Just as custom attributes can be added to any node in Maya, custom per particle attributes can be added to a particle node You can create a custom attribute and define it with an expression This new attribute can then be accessed by any other expression on any other object in the scene Take our speed exercise from earlier If the speed was necessary to calculate a number of attribute values, you would have to define it each time it was used Therefore, it might be faster to create a custom attribute called Speed and define that variable using the preceding expression To add a per particle attribute to a particle shape, click the General button in the Add Dynamic Attributes section of the Attribute Editor This opens the Add Attribute window With the New tab selected, name the new attribute Speed Make sure the Data Type is set to Float and set the Attribute Type to Per Particle Click the OK button, and the Speed attribute is created and appears in the list of Per Particle (Array) Attributes That attribute can now be defined by creating a runtime expression and typing this: particleShape1speed = mag(particleShape1velocity); Once it has been defined, a variable is no longer needed in any expression when referring to the speed of particleShape1
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Another method for controlling the motion of particles is through the use of goals Using this method, a particle s position or motion can be influenced by any object By assigning goals to a particle group, the individual particle will be attracted to an object s vertices, pivots, or the UV coordinates of a NURBS surface This can be useful for creating all types of effects For example, beads of mud or water can be made to run along the surface of an object By adding fields and controlling the Goal Weights of the particles, effects such as dust being blown off the surface of an object can be achieved
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To use an object as a goal for a particle, first create an emitter with the default settings and then create a surface Select the particle group, and then select the surface and choose Particles | Goal (make sure the tool is set to its default settings) Play back the animation, and as the particles are emitted from their emitter, they are attracted to the vertices on the surface The first particle emitted will be attracted to the first point, or CV, of the surface The second particle will be attracted to the second point, and so on When the emitter has emitted more particles than there are vertices on the surface, it will return to the first point In the example shown in Figure 23-8, a NURBS sphere is used as the particle goal for a particle group When the animation is played back, the particles are attracted to the CVs of the sphere Notice that an oscillation occurs as the particles are emitted They overshoot their target and return before they settle at the CVs, instead of locking onto them by default This is related to the Goal Weight attribute The Goal command sets the Goal Weight attribute for the particles attracting to the nurbsSphereShape1 to 05 by default (as shown in Figure 23-8) FIGURE 23-8 Particles are attracted to a sphere with a Goal Weight of 05
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