Join Andy Needham for an in-depth discussion in this video Touring the System object, part of X-Particles 3 for Cinema 4D Essential Training.
- At its core, X-Particles uses a system to keep objects organized. This is very important as simulations can often be made up of many objects, and having a way of keeping them organized will improve your workflow when using X-Particles. So let's add a system using our palette that we've got here, and really all it is it's just a series of special null objects and named accordingly to what they would store. You can get the attributes of the System Object here on the right in the Attributes Manager, and you can add XP objects using these drop down lists.
So, if we choose to create an Emitter in this way, we'll just click that there and we jump straight to the settings for the Emitter. You can also click on one of the special nulls here, and choose Create Emitter from that button there. If we go to Modifiers and if I hold down Command, or Control if you're on a PC, and just choose Turbulence, I'm not going to get jumped to the settings. So, I can add multiple modifiers or other objects in this way, and this is the same behavior for if you're doing generators.
So just get to bear that in mind. You can disable your objects with one click here rather than turning off every single modifier. You can just click the main null. That's quite off-handy, or obviously you can just do the individual ones if you prefer. You can do a system-wide disable because this check box is enabled. So, if we just have a look at that, you can just disable the whole system, and it will turn off every X-Particles object with that checked. With it unchecked, let's just go back, it'll just keep everything on.
I just find it really useful to keep that on. Up to you. While we're here, let's look at the other options. We've got the Icon Color. It's this big, orange icon here. You can change that to whatever you want using these here. I prefer to turn it off, so I just choose the disable the Icon in Viewport, or if I really needed it, I might make it a bit smaller and maybe a lighter color. If you're creating objects using the palette that we created earlier, or the menu, they'll appear outside of the system.
So, you can just drag them in to their respective null, and then they'll be part of the system. I just want to point out something as well. If I go to a setup that I have here, you'll notice there is no system at all, and you really, really don't have to have the system in place for X-Particles to work. It'll work just fine without it, but as we've been mentioning all the way through this video, it's a great way of just keeping everything organized. You can see the flow, and you can just collapse it, and it can be out of your way without hundreds and hundreds of objects in the Object Manager.
So, personally, my preference is to use the system each time. That was a brief tour of the System Object which allows us to keep our particle sims organized. Now we need to explore the main tool in X-Particles, the Emitter, which we will discuss in the next chapter.
- 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