8

Shape Instance Operator 175
example, if you scale an objec t non-uniformly
using the View reference coordinate system, the
result might skew the object’s sh ape. Because
the skewing is the by-product of a rotational
transform, it wouldn’t be reflected in the particles’
shape. However, modifiers and co mparable
functions that contain transformations applied to
the reference object are reflected in the instanced
particles. For example, if you want particles to
use rotational transforms applied to the reference
object, use the Reset XForm function on the
reference object. Reset XForm is a vailable from
the Utilities panel.
Tip: Particle Flow
can
,however,userotational
and positional animation applied to descendant
objects in a hierarchy, when you use the entire
hierarchy as a single particle. To do this, create a
hierarchy, animate the descendant objects, and
then designate the p arent as the reference object.
DonotturnonSeparateParticlesFor>Object
And Children. You ’ll find a procedure illustrating
this, below.
When using an animated reference object, it is
recommended that you hide the reference object
after instancing it in the par ticle system.
Procedure
Ex ample: To use the r eference obj ect’s rota tiona l
and positional animation in the par ticle system:
1.
Create an object you want to use as the p article
shape, such as a teapot, and a Dummy helper
object.
2. Animate the teapot using the Move and Rotate
tools.
3. Use the Align tool to center the teapot to
the dummy.
This step isn’t necessary, but it can help to
obtain more consistent results.
4. Link the teapot as a child of the dummy
(drag from the teapot to the dummy).
You can use any object as the parent, but
using a dummy, w h ich doesn’t render, lets you
animate al l instanced particles visible in the
final animation.
5. Create a default Part icle Flow system.
6. In Particle View, delete the Rotation operator.
7. ReplacetheShapeoperatorwithaShape
Instance operator.
8. In the Shape operator parameters, designate the
dummy as the Particle Geometry Object.
9. Tu r n on Ani mated Sh ape.
10. For sequential animation, which can be more
interesting visually, in Animation Offset
Keying, set Sync By to Particle Age or Event
Durat ion.
See also
Shape Operator (page 2–172)
Shape Facing Operator (page 2–172)
Shape Mark Operator (page 2–179)