User Guide
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This property can have the value #burst or #stream (default). A mode value of #burst causes all
particles to be emitted at the same time, while a value of
#stream causes a group of particles to be
emitted at each frame. The number of particles emitted in each frame is determined using the
following equation:
particlesPerFrame = resourceObject.emitter.numParticles \
(resourceObject.lifetime x millisecondsPerRenderedFrame)
Example
In this example, ThermoSystem is a model resource of the type #particle. This statement sets the
emitter.mode property of ThermoSystem to #burst, which causes the particles of ThermoSystem
to appear in bursts. To create a single burst of particles, set
emitter.mode = #burst and
emitter.loop = 0.
member("Fires").modelResource("ThermoSystem").emitter.mode = #burst
See also
emitter
mode (collision)
Syntax
member(whichCastmember).model(whichModel).collision.mode
Description
3D collision modifier property; indicates the geometry to be used in the collision detection
algorithm. Using simpler geometry such as the bounding sphere leads to better performance. The
possible values for this property are:
• #mesh uses the actual mesh geometry of the model’s resource. This gives one-triangle precision
and is usually slower than #box or #sphere.
• #box uses the bounding box of the model. This is useful for objects that can fit more tightly in
a box than in a sphere, such as a wall.
• #sphere is the fastest mode, because it uses the bounding sphere of the model. This is the
default value for this property.
Example
These statements add the collision modifier to the model named your Model and set the mode
property to
#mesh:
member("3d").model("yourModel").addModifier(#collision)
member("3d").model("yourModel").collision.mode = #mesh
model
Syntax
member(whichCastmember).model(whichModel)
member(whichCastmember).model[index]
member(whichCastmember).model.count
member(whichCastmember).model(whichModel).propertyName
member(whichCastmember).model[index].propertyName