Std Collision Condition

  
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The Std Collision Condition is used to determine whether or not a collision occurs between a particle and a standard 3ds Max space warp. A "true" output is created whenever a standard 3ds Max Space Warp collision is detected.

You can also use an AlwaysTrue Condition to have collision detection at all times during an animation, or even better, you can use a Distance Condition can be another good way to trigger the collision event based on a specific distance.



 
 
 
 
 
Operator Inputs 

ON - (Bool) This input data stream determines whether the operator is considered 'on' or 'off'. You can connect other operators to this input channel such as a Bool Helper to activate/deactivate the whole operator.

Time
- (Time) This input data stream is used to define the local time for the operator when the user wants to override the default system time.

Particle
- (Particle) This input data stream reads in the currently selected particle group that is to be used to check for collisions. The data stream MUST be connected and will be highlighted yellow if it is not.

Node
- (Node) Connect any operator or Helper node that offers an output data stream to this input. All collision space warps (such as deflectors) bound to this node will be used instead of those bound to the thinkingParticles icon. Be aware that if this option is used, that the Active and Inactive lists within this operator's rollout will no longer be used, so you won't be able to turn the various space warps on or off as you could by binding the space warp directly to the icon.

Operator Outputs 

Output - (Bool) This output data stream sends a true message if a collision occurs and a false message if no collision occurs.

Position
- (Position) This output data stream sends out the position of the particles that collide with the selected node to other operators to act upon.

Velocity
- (Velocity) This output data stream sends a out the velocity of the particle that collides with the selected node to other operators to act upon.

Rollout Menu 

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thinkingParticles is able to selectively assign Space Warp conditions to certain particles (groups). You may even freely animate the Space Warp status (On/Off) of a particle group. Use the Active and Inactive lists to assign a Space Warp or remove a Space Warp at any time.

Be aware that only collision space warps (i.e. Deflector, UDynaFlect, etc.) will show up in the Inactive list, and that they will only show up after they have been bound to the TP node in the 3ds Max viewports.

Inactive List
- This section contains a list of inactive space warps that can be activated for use within the Condition test.

Activate
- Highlight any of the space warps within the Inactive list and then click this button to move them to the Active list below.

Active List
- This section contains a list of active space warps that are being tested against within the Std Collision Condition test.

Deactivate
- Highlight any of the space warps within the Active list and then click this button to move them to the Inactive list above.