as much as I know, there is no direct way to distribute particles from every single vertex; at least without using ToolBoxes.
though you can always use script operators to do so. Imagine your object is called “Dragon_Skin”. First create a pflow and replace the Birth operator with a Birth Script and replace the default script with the following code:
on ChannelsUsed pCont do
(
pCont.useTime = true
pCont.useAge = true
pCont.usePosition = true
)
on Init pCont do
(
)
on Proceed pCont do
(
t1 = pCont.getTimeEnd() as float
if t1 == 0 do
(
local theMesh = snapshotAsMesh $Dragon_Skin
local theCount = theMesh.numVerts
for i = 1 to theCount do
(
curTime = 8*i as float
pCont.AddParticle()
pCont.particleIndex = pCont.NumParticles()
pCont.particleTime = 0
pCont.particleAge = 0
pCont.particlePosition = getVert theMesh i
)
delete theMesh1
)
)
on Release pCont do
(
)
then you can use a “Speed by Surface” operator with zero speed to get their rotation correct
but there is a problem with this code: It does not work with animated object. What you can do is to get a snapshot from your particles and attach this object to your main object.