Join Andy Needham for an in-depth discussion in this video Questions tab, including actions, part of X-Particles 3 for Cinema 4D Essential Training.
Questions of the power behind X-Particles. By adding questions to our particle sims, we can perform specific tests and act upon the results. Let's look at how we'd set up a basic question in the emitter. In the questions tab, you can add questions by clicking the add question button. I'll just play through what I've got here. There's some particles being emitted, and they're traveling at different speeds. So, the question now I'm going to ask is when the particle data, specifically the H, and if I can just drop this down, you can see we've got lot's more questions that we can ask.
Same with the different particle datas. When they've got to an age of 75 frames, greater than 75 frames, I want you to do something. So, the thing I want you to do will be this action. So, I will create an action, and just rewind the play head. so you can twirl this down to choose the different action type. For performing basic tests, just to see if your action is working, you're going to want to just change the emitter display. Then, you'll know that the question has become true and a response has been created.
So, we'll change this to be some red squares. Let's rewind and play and see what happens. Has that reached 75 frames? We're getting red squares being generated, so we know that the question has been answered. Back in the question object attributes, we can choose whether to activate or deactivate modifiers when the result is true of the question.
So, let's look at the modifier we have here and have a turbulence modifier set up. If I enable it, nothing's going to happen because the mode is set to action control by default. It's in independent, and you can see it's going to do something straight away. If we change it to action control and drop it into the modifiers to activate, it's going to start acting on the particles when the question has been answered.
So now you can see the red ones are-- If we give ourselves a bit more time or reduce the question time in fact, see now that that's actually going to have an effect. So by adding questions, we can perform tests on our particles, which can trigger actions. We can also control when modifiers are activated or deactivated. Now let's move on to the modifiers tab.
- Working with the Emitter tabs
- Adjusting particles with modifiers
- Creating visible particles
- Using sprites
- Colliding, freezing, and lighting particles
- Caching in X-Particles
- Applying constraints
- Adjusting materials settings
- Sculpting particles
- Saving and loading presets