
thinkingParticles is the first particle system ever to offer the functionality
to turn an object into a particle. The ObjectToParticle
Operator is used to turn any mesh object, helper or even light source
into a particle that can be accessed or modified by other thinkingParticles
operators. When picking a spline object, it can be automatically turned
into a rope object when BulletPhysics is chosen as the collision solver.
In thinkingParticles, Object2Particle can now be accessed by Maxscript
in order to create tools that automatically add/remove objects to an Object2Particle
operator, turn on/off Tracking and Shape Instancing.
CRITICAL: If an object has its Renderable object property unchecked
so that it is NOT renderable, then it will NOT be imported into Obj2Particle,
and any SC Joint Helpers that depend on that object will also not receive
the object and will not be in effect.
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.
Born Particle - (Particle)
This output data stream sends particle data for newly created particles
to other operators. Every particle birth will activate all rules connected
to this particle data stream. As a result , this can be used to directly
assign a value to the particle. Note this output only
occurs when the particle is born.
Born Node - (Node) This output data stream sends the current node
ID used to create particles. This can be useful for other Operators that
have a Node input data stream for keying off of the same object.
Born Node ID - (Integer) This output data stream sends the number
in the list of nodes to other Operators and Helpers. Be aware that the
first object in the list will be given the ID of 0, and each object added
will have their IDs incremented by 1.

REM. - Click on the Remove button to remove a selected object
from the ObjectToParticle list window.
UP - Click on the UP button to move a selected object up within
the ObjectToParticle list window.
DOWN - Click on the DOWN button to move a selected object down
within the ObjectToParticle list window.
Pick Object - Click on the Pick Object button to enter the pick
object mode. Once active, you can select any valid 3ds Max
object and turn it into a particle.
Be aware that you can pick multiple objects at once. To pick more than one object, you need to use the H-key to bring up the standard Select by Name dialog within 3ds Max. This will let you perform a multi-select operation. When the resulting particles are birthed, be aware that the objects will be assigned to particles as they are stacked in the list window.
Group - As is the normal
procedure inside of thinkingParticles, you need to tell the system where
to store the particles when you create or modify them. Choose any particle
group from the dropdown list to store the newly created object particles.
None - when this option
is chosen, no tracking will happen - the initial position and rotation
will be taken.
Object to Particle - When this option is active, the animation
of the object will be tracked over time and the particles will follow
the object position.
Particle to Object - With this option active, when particles move
in thinkingParticles, the object is also moved automatically. In this
case, you will not have the ability to manually animate the object any
longer.
Initial Velocity - takes the original/initial object transformation
into account when creating/instancing the object into thinkingParticles.
Instance Shape - thinkingParticles only affects the transformation
matrix of the original object. In most situations this is what you want.
However, you need to set this option when you want to use fragmentation
effects or other more advanced effects that deform or change the mesh
definition of the object that is turned into a particle.
Use Subtree - This option should be activated when you want to
turn any attached children of a selected object into a particle.
Hide - This button provides the quick ability to hide the selected
object in the 3ds Max viewports. Generally speaking, when you create an
object for use as a particle inside of thinkingParticles, it is done solely
for that purpose. Therefore, it's generally a good idea to hide that original
object before you render.
Changes Affect All - This button let's you distribute any changes
within this operator to all of the selected objects in the operator at
once.

The joints menu section offers controls to define breaking triggers for
Dynamics Joints. Besides breaking object hierarchies into elements, Physics
Dynamics based joints can also be used to define a complex object structure
for breaking or animation.
Collision - each HFragmenter can be assigned to one specific shape
collision (SC) engine. Keep in mind that only the selected Shape Collision
engine is responsible for the simulation of the breaking effect.
BulletPhysics - Important
Note
To get an actual rope object out of
a picked spline you must choose in the Collision menu a BulletPhysics
solver - or you will not see a rope object!
Joint Break Code - defines the Joint breaking trigger
value, this value is similar to the Code parameter described in the Activation
menu section.
Use Lights to Break - when checked and when lights are picked
from the scene, the Joints can be broken off by the illumination levels
created by the selected light sources.
Pick - lets you pick one or many light objects form the scene
to used ot trigger the breaking of a joint
Rem. - when clicked, removes the selected light from the list.
Seed - can be used when you have more than one instance of the
ObjectToParticle operator within your scene to keep them from having the
same particle emissions.