I also find this in blackboxes
is it a joke? =))

One of these things that makes your life shorter
I’ve been using groups - one of the very few cases where they are useful 
Glacierise thanks for the tricks)
[b]3ak[/b] can you help with some condition
Im not sure but I think I need to compare speed Emitter and O2P (but maybe it's wrong way to make what I want)
so if the speed Emitter group (grey prtcls) equals to speed O2P group (blue boxes) then sparks is not born from the intersect between this partcls
which in fact are in the space at the same place relative to each other
becouse the blue boxes at the same time is the source of born of particles, and shapes for the collisions of the same particles=) I have the strange result
I need an expression here ?
[img]http://dl.dropbox.com/u/75976282/TP_04.jpg[/img]
Here is possible solution:
http://dl.dropbox.com/u/46208032/3ak_Intersect_tst2.max
no green boxes for now as ground
sorry for the confusion
all boxes have the intersection between each other
this is what I told about compare the velosity between Emitter and O2P
for stop the born of particles between them if theirs velocity is equal (they move together all the time as single object)
I need only the born of particles between the Emitter group and moving boxes (O2P group) , and stop the born of particles that are placed on them through surf. position (see my pic)
if you understand what I mean ) how to achieve this?
maybe the whole setup is wrong in this case…

Compare velocities of the boxes (pseudo code) - if abs(length(vel1) - length(vel2)) > some threshold - born sparks on impact. BUT, this will work if you have translational motion.
Hi 3ak!
Thank you for your sample scene! It’s a very smart way and I couldn’t come out by myself.
It’s a completely the same thing what I want to do! Thanks again!
Kei
Thanks Hristo.
Its possible to use proxys in Thinking Particles? I Know optimize function, but doesn’t work for my object. I want to use a low resolution version made by me for simulation, and in render time use the hi-res. I can’t do it manually since will be a lot of pieces.
Why not just sim with proxies, cache it and then apply hires shapes to cached particles (in the same order, or add memory op or channel to store shape id per particle)?
Ei! thanks! I come to the same simple conclusion while I was sleeping! jejeje it works nice.
any ideas how can I link and get data positions of black and white boxes for all the frames and return all boxes to their animated “parents” at any time?
the black and white boxes is obj2particle (duplicates) and linked to animated dummy
(black boxes just like a reference for white and will be hidden)
I use memory position\alignment and BringTo operator
[img]http://archicg.name/tmp/TP/TP_FLW.gif[/img]
thanks
it doesn’t work

I have a lot of objects (more than 1000) and each of them must come back to its own “parent”
can you check the scene, it’s harder)
thanks for your help 3ak
http://dl.dropbox.com/u/75976282/boxes_bringto.max
it does work)
You don’t need memory op for storing data. Just use referencing and you can always get any data.
here is modified scene showing 100 cubes find their home)
http://dl.dropbox.com/u/46208032/3ak_comeback2.max
there is condition, the boxes just a test but you use standart box shape
I will need to use geometric objects as particles and they will be animated in max, it is a difference.
thanks anyway and how can I fix this child start position(frame 0), they must match

there is no difference at all. To match particles, objects you need to know their transform matrix. in TP its alignment + pos.
As for slight shift - TP always show position+dt in viewport. Your red cube doesn’t have velocity so its pos+dt == pos. but blue cube has.
For example if you born particles from [0,0,0] with velocity = [0,0,24] and you fps = 24 your particle will show up at [0,0,1] at 0 frame, not at [0,0,0].
thanks a lot!
PS. but the functions pos\align +dt are not described in the manual for TP R4(why ?)
http://www.cebas.com/wikka/wikka.php?wakka=ParticleDataHelperOperator
where did you find the info? )
Hi everyone!
I was wondering if it is doable in TP what can be seen with Plexus: having lines between every particle that is in a particle system. I’m not thinking actually drawing lines (so no line reveal animation needed), but a way to have them be there simply and follow the motion of the particles (like when you add a lattice to an object, put a noise mod on it, and animate the noise: the lines follow the vertices)
If I remember right I have seen a similar effect in TP in c4d, but that was long ago so I’m not sure.
Please share any thoughts with me,
Thanks!