Unfortunately there is no Spline-Operator for Particle Flow in 3ds Max and Path-Follow SpaceWarp don’t work with the Force-Operator in PFlow. So we need a particle flow script to control the position of each particle with splines. Here is my solution of this problem.
- Create a group of shapes (e.g. 20 splines) and attach them to one object. Copy the object name.
- Create a Standard-PFlow-System.
- Set the “Amount” of particles in the Birth-Operator equal to the amount of spline curves in the shape object (in this case: 20) and turn down “Emit Start” and “Emit Stop” to 0.
- Delete the Position Icon and Speed-Operator of the first event
- Add a “Delete” operator and set your life span to a particle age (e.g. 100)
- Add a Script-Operator with following script and paste the name of your target spline in line 18:
on ChannelsUsed pCont do ( pCont.useAge = true pCont.useLifespan = true pCont.useSpeed = true pCont.usePosition = true ) on Init pCont do ( seed 12345 global weightArray = #() global particleLifeArray = #() ) on Proceed pCont do ( splinePath = $Line001 particleCount = pCont.NumParticles() curveCount = numSplines splinePath particleTime = pCont.getTimeStart() minSpeed = 50 maxSpeed = 60 for i in 1 to particleCount do ( pCont.particleIndex = i if weightArray[pCont.particleID] == undefined do ( weight = for s = 1 to curveCount collect 1.0 sum = 0 for s in weight do sum += s weightArray[pCont.particleID] = for s in weight collect s/sum ) if particleLifeArray[pCont.particleID] == undefined do ( for s = 1 to curveCount do ( pathLength = (curveLength splinePath s) / random minSpeed maxSpeed particleLifeArray[pCont.particleID] = pathLength ) ) actualSplineProgress = mod (pCont.particleAge.frame / particleLifeArray[pCont.particleID]) 1.0 nextSplineProgress = mod ((pCont.particleAge.frame + 1) / particleLifeArray[pCont.particleID]) 1.0 actualPosition = [0,0,0] nextPosition = [0,0,0] for s = 1 to curveCount do ( at time particleTime ( actualPosition += (lengthInterp splinePath i actualSplineProgress) * weightArray[pCont.particleID][s] nextPosition += (lengthInterp splinePath i nextSplineProgress) * weightArray[pCont.particleID][s] ) ) pCont.particleSpeed = (nextPosition-actualPosition) / TicksPerFrame pCont.particlePosition = nextPosition ) ) on Release pCont do ( )
Press CTRL-E to evaluate your script. You can open the MAXScript Listener Window to see all values. You can use the “Cache” operator in your PF Source for faster results.
Cheers!
Vali