[Closed] object emitter for Parray
By reading the MaxScript help if you just open it up and search the index for PArray the first thing on the page is:
<PArray>.emitter Node default: undefined
The object which acts as an emitter.
And if you mean the particle shape scroll down to
<PArray>.particleType Integer default: 0
The type of particle emitted:
0- Standard Particle (Uses one of several standard particle types, such as triangle, cube, tetra, and so on.)
1- MetaParticles (Uses Metaball particles. These are particle systems in which the individual particles blend together in blobs or streams.)
2- Object Fragments (Creates particles out of fragments of an object.)
3- Instanced Geometry (Generates particles that are instances of either an object, a linked hierarchy of objects, or a group.)
And
<PArray>.instancingObject Node default: undefined
The object which is instanced.
of course i search help before asking…
may be my question wasn’t correct
I want that my Parray system to stay unchanged during animation
but emitter object should be changed in every frame
Set up a preRenderEval / preRenderFrame callback that changes the property, or – easier – stick a script controller on some object (must be an object that renders so that it gets evaluated, and can’t be on a Custom Attribute block parameter) that changes it.
For example, if you have a scene with PArray01, a bunch of geoSpheres (all with different radius or material or whatever), create, say, a Box and put a Float Script controller on its Length property or so with code such as:
mySpheres = $GeoSphere*
$PArray01.instancingObject = mySpheres[random 1 mySpheres.count]
23.6162
You’ll want to clean that up by making $PArray01 a proper variable (3ds Max r…8+?) and define the objects you want to include in a variable or custom attribute block or scripted plugin or … etc. that saves with the scene and can be manipulated. But the above is the basic core idea.