2009

Space Warps and Supported Objects
Some types of space warps are designed to work on deformable objects, such
as geometric primitives, meshes, patches, and splines. Other types of warps
work on particle systems such as Spray and Snow.
Five space warps (Gravity, PBomb, Wind, Motor, and Push) can work on
particle systems and also serve special purposes in a dynamics simulation. In
the latter case, you do not bind the warps to objects, but rather assign them
as effects in the simulation.
On the Create panel, each space warp has a rollout labeled Supports Objects
Of Type. This rollout lists the kind of objects you can bind to the warp.
Basics of Using Space Warps
Follow these general steps to use space warps:
1 Create the space warp.
2 Bind objects to the space warp.
Click Bind To Space Warp on the main toolbar (available from the
Select And Link flyout), and then drag between the space warp and the
object.
The space warp has no visible effect on your scene until you bind an
object, system, or selection set to it.
3 Adjust the space warp's parameters.
4 Transform the space warp with Move, Rotate, or Scale. The transforms
often directly affect the bound object.
You can animate space warp parameters and transforms. You can also animate
space warp effects by animating transforms of an object bound to the warp.
Particle Leakage and Deflector Space Warps
A deflector is a space warp that acts as a barrier to particles in particle systems.
Occasionally stray particles can leak through a deflector under the following
circumstances:
When a particle happens to hit the deflector too near the end or beginning
of a time interval, and numerical error in the solution doesn't report a hit
Space Warp Objects | 2687