particle to object

im sorry my english
i studed some tutorial
but i got not understand one ting
that is
(
local BakePF = $'PF source 001'
local TheCount = BakePF.numparticles()
local myarray = for i = 1 to TheCount collect
(
BakePF.particleindex = i
local newobj = Editable_Mesh()
newobj.mesh = BakePF.particleShape
newobj.transform = BakePF.particleTM
newobj.name = uniquename("myBake_")
newobj <<< it is my question

)
)

question located newobj.name below
why if writed it then script runs ok but not wirted it then script runs not okay??

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fajar's picture

fn bakeThisParticle

--By Charley Carlat
--1-29-06
[email protected]
--Select your Distribution Objects, then run the Script and Pick your PFSource
-- modified by fajar : giving it simple UI
 
 
fn bakeThisParticle PfSourceObj BakedObj =
(
	disableSceneRedraw()
	 for i in 1 to PfSourceObj.numParticles() do
		(
		PfSourceObj.particleIndex = i
		tmpObj = instance BakedObj
		tmpObj.material = BakedObj.material
		tmpObj.wireColor = BakedObj.wireColor
!REG3XP1!>		tmpObj.transform = PfSourceObj.particleTM
		)
	enableSceneRedraw()	
)
 
try (destroyDialog PartBaker) catch()
rollout PartBaker "Untitled" width:162 height:300
(
	fn objFilter obj = superclassof obj == GeometryClass
	fn pfFilt flt = (classOf flt == PF_Source)
 
	pickButton pBtn2 "Object" pos:[6,17] width:151 height:26 filter:objFilter toolTip:pBtn2.caption autoDisplay: true
	pickButton pBtn3 "Particle" pos:[5,67] width:151 height:26 filter:pfFilt toolTip:pBtn3.caption autoDisplay: true
	groupBox grp1 "Object " pos:[2,3] width:158 height:46
	groupBox grp2 "Particle" pos:[1,52] width:158 height:66
	button btn4 "Convert" pos:[4,120] width:156 height:23
	spinner spn1 "Particle count : " pos:[14,101] width:142 height:16
 
	local obj2Scater
	local particleSource
 
	on pBtn2 picked objSource do
	(
		if objSource != undefined do
		(
			obj2Scater= objSource
			pBtn2.caption = objSource.name
		)
	)
 
	on pBtn3 picked pfObject do
	(
		if pfObject != undefined do
		(
			pBtn3.caption = pfObject.name
			particleSource = pfObject
		)
	)
 
	on btn4 pressed do
	(
		bakeThisParticle particleSource obj2Scater
	)
 
)
 
createDialog PartBaker

Something like that ?

barigazy's picture

...

Can you explain again what is the problem here?

bga

sonppw's picture

.

sorry my english

why namobj diffrence exist it or not exist it

if not exist then don't evalute............

theonlyaaron's picture

That last line of 'newobj'

That last line of 'newobj' returns the object, which has been modified in earlier lines. Without this, your object won't be updated, and will remain an empty piece of geometry which is how it was created in 'local newobj = Editable_Mesh()'

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