Pretty self explanatory really, Ive got a series of objects (a massive amount of cubes making up a shape), and I want to spawn particles and link one particle to each object.
I can use particle flow a bit (enough to do what I want), but simply getting the distribution of the particles right to start with is going well over my head, anything I try simply doesnt work, I dont know if i’m putting the scripts in the right place or even if theyre correct.
Found this one on CG talk which a lot of people said worked very well, but its not doing shit and ive tried running it from everywhere it lets me run a script.
on ChannelsUsed pCont do
(
pCont.useAge = true
pCont.useTM = true
pCont.useShape = true
)
on Init pCont do
(
global ChunksArray = $frag_* as array
)
on Proceed pCont do
(
t = pCont.getTimeStart() as float
if t < 0 do
(
NumChunks = ChunksArray.count
for i = 1 to NumChunks do
(
pCont.AddParticle()
pCont.particleIndex = pCont.NumParticles()
pCont.particleAge = 0
pCont.particleTM = ChunksArray.transform
pCont.particleShape = ChunksArray[i].mesh
)
)
)
on Release pCont do
(
)
Any ideas as to what i’m doing wrong?
I wouldve thought this would be a fairly easy thing to do, given how common it should be. ![]()