rafoarc

09-09-2010, 10:49 PM

hello all... I already posted this on the maxscript forum, but I figured that this might be a more appropriate place, so I apologize for the double post.

So, I am having some problem with a birth script in PF. I am trying to generate particles on the vertices of a mesh, and have them generated over time. here is the basic part of the script:

on Proceed pCont do

(

t1 = pCont.getTimeStart() as float

t2 = pCont.getTimeEnd() as float

local theMesh = snapshotAsMesh $Shape01

local theCount = theMesh.numverts

if (t1 < 0) then (t1 = 0)

if (t2 < theCount*160) do

(

for i in (t1/8+1) to (t2/8) do

(

curTime = 8*i as float

pCont.AddParticle()

pCont.particleIndex = pCont.NumParticles()

pCont.particleTime = curTime/160

pCont.particleAge = 0

local theNormal = getNormal theMesh i

if theNormal == [0,0,1] then

(

theMatrix = matrix3 1

)

else

(

local theUpVector = [0,0,1]

local theXVector = normalize (cross theNormal theUpVector)

local theYVector = normalize (cross theNormal theXVector)

theMatrix = matrix3 theXVector theYVector theNormal [0,0,0]

)

theMatrix.row4 = getVert theMesh i

pCont.particleTM = theMatrix

)

delete theMesh

)

)

Now, everything works fine, except that at certain vertices the particles are not generated. More specifically at vertices with index number 512, 1024, 1536, 2048 etc...When I change t1/8+1 and t2/8 into something like t1/6+1 and t2/6 or any other number in the place of the 8, the pattern of empty vertices changes (and I get far more empty ones...)

well... any ideas????

thanks...

So, I am having some problem with a birth script in PF. I am trying to generate particles on the vertices of a mesh, and have them generated over time. here is the basic part of the script:

on Proceed pCont do

(

t1 = pCont.getTimeStart() as float

t2 = pCont.getTimeEnd() as float

local theMesh = snapshotAsMesh $Shape01

local theCount = theMesh.numverts

if (t1 < 0) then (t1 = 0)

if (t2 < theCount*160) do

(

for i in (t1/8+1) to (t2/8) do

(

curTime = 8*i as float

pCont.AddParticle()

pCont.particleIndex = pCont.NumParticles()

pCont.particleTime = curTime/160

pCont.particleAge = 0

local theNormal = getNormal theMesh i

if theNormal == [0,0,1] then

(

theMatrix = matrix3 1

)

else

(

local theUpVector = [0,0,1]

local theXVector = normalize (cross theNormal theUpVector)

local theYVector = normalize (cross theNormal theXVector)

theMatrix = matrix3 theXVector theYVector theNormal [0,0,0]

)

theMatrix.row4 = getVert theMesh i

pCont.particleTM = theMatrix

)

delete theMesh

)

)

Now, everything works fine, except that at certain vertices the particles are not generated. More specifically at vertices with index number 512, 1024, 1536, 2048 etc...When I change t1/8+1 and t2/8 into something like t1/6+1 and t2/6 or any other number in the place of the 8, the pattern of empty vertices changes (and I get far more empty ones...)

well... any ideas????

thanks...