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Today2 maya python mel
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# random particle velocity -- (the right way) | |
# maybe try making a list that cross checks before and after dynamics? is that a bad idea? | |
import maya.cmds as cmds | |
import random | |
from maya.OpenMaya import MVector | |
random.seed(1234) | |
# setup | |
amountOfParticles = 50 | |
r = 10 | |
vr = 10 | |
myList = list() | |
pointList = list() | |
# functions | |
def vectorCompHandler (x, y, z, id): | |
pointList[id] = MVector(x,y,z) | |
for i in range(0, amountOfParticles): | |
dist = MVector(pointList[id]-pointList[i]).length() | |
if dist > 10: | |
#list particles and delete | |
# convenience | |
particleList = cmds.ls( 'particleObject*' ) | |
#if there are any, then delete them all | |
if len(particleList) >= 1: | |
cmds.delete(particleList) | |
print ('deleted old particleObject') | |
else: | |
print ('no old particleObjects') | |
# make all particles and add em | |
for i in range( 0, amountOfParticles): | |
x = random.uniform(- r, r) | |
y = random.uniform(- r, r) | |
z = random.uniform(- r, r) | |
newPosition = (x,y,z) | |
myList.append(newPosition) | |
pointList.append(MVector(0,0,0)) | |
cmds.particle(p=myList,n='particleObject#') | |
velCExpString = 'float $myRange = %s; float $vx = rand(-$myRange, $myRange); float $vy = rand(-$myRange, $myRange); float $vz = rand(-$myRange, $myRange); particleObject2Shape.velocity = <<$vx, $vy, $vz>>;' %(vr) | |
#just a little check to see if im doing it right | |
print ('---print--- velCExpString= ' + velCExpString) | |
#the dynExp iterates through each particle... so you dont have to. | |
cmds.dynExpression( 'particleObject*Shape', s=velCExpString, c=1 ) | |
passRBDExpString = 'vector $myv = particleObject2Shape.position; int $pId = particleObject2Shape.particleId; string $myPy = "vectorCompHandler(" + $myv.x + "," + $myv.y + "," + $myv.z + "," + $pId + ")"; python($myPy);' | |
print ('---print--- passRBDExpString= ' + passRBDExpString) | |
cmds.dynExpression( 'particleObject*Shape', s= passRBDExpString, rbd=1) | |
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