2010

Table Of Contents
With Radius set to 4, the circle will be wide enough to see the particle
emission clearly. With Number of Sections set to 25, the emission will
be distributed evenly from points around the circle.
Note that the illustrations in this chapter show the grid with a custom
blue color and numbered lines so that the shape and size of the objects
you create are easier to distinguish. (If you want to change the grid color
in your scene, select Display > Grid >
.)
4 With the circle selected, select Particles > Emit from Object.
By default, this creates an Omni emitter. If you dolly toward the center
of the grid, you can see a tiny icon that represents the emitter. When
you create an Omni emitter on a NURBS object, for instance, a circle,
each control vertex (CV) of the object emits particles in all directions.
5 Play the animation for a few seconds to see the emission.
The particles begin to emit from the object. When you create any type
of emitter, a particle object is automatically created and connected to it.
The connected particle object originally has no particles and is therefore
invisible. As the animation plays and the emitter generates particles, the
particle count of the connected particle object increases. When you go
to the start of the animation, the particle count returns to 0.
Note that if you had created the circle with a smaller Number of Sections,
there would be fewer CVs for the circle and therefore bigger gaps between
the emission points on the circles.
538 | Chapter 10 Dynamics