Russ,

I dealt with this problem when writing a similar plug-in.  I meant to  
reply to your earlier email.  You CANNOT do a direct connection to a  
per particle position attribute.  I spent a great deal of time on the  
phone with Autodesk/Alias and even though the docs say you can connect  
to the per particle position you actually can't (If someone can  
correct me, I'd be very happy :).  I solved the problem by using  
realflows solution, using an emitter to create/modify per particle  
position values.  There may be other ways to do it, what are you  
actually trying to accomplish?  Do you need to actually render a  
particle system?  Alice Labs as a point cloud viewer for maya that  
actually just displays particles/colors in the viewport.

The plug-in I wrote dealt with molecular dynamics data.  Essentially,  
I wrote my own particle caching system for maya that I could animate  
and interpolate, sounds like you want to use geometry within your  
scene to control a particle system.  This could be done with a similar  
plugin...  I haven't touched my code in a very long time, if I can  
even find it again...  Have a look at some of my old threads on  
highend3d, they may steer you in a better direction.

http://www.highend3d.com/boards/index.php?showtopic=224509&hl=
http://www.highend3d.com/boards/index.php?showtopic=228795&hl=

I'd have to take a deeper look into this, I've been meaning to convert  
my c++ plugin to python for fast prototyping and speed tests to give a  
more in depth answer.

Also, I have yet to look at nParticles, this problem may have been  
solved already!

ps, using a c++ plugin as opposed to expressions is roughly 100x  
faster (I found) when dealing with very large datasets, which is why I  
wrote it!

Cheers,
Justin

On 3-Aug-09, at 1:57 PM, bendingiscool wrote:

>
> The reason I mention doing it this way is because the particle system
> is really supposed to be handled this way, thats why they have their
> own expression rules.
>
> Which is why it was a silly assignment.
>
> Chris
>
> On Aug 3, 8:59 pm, russell dines <[email protected]> wrote:
>> Indeed,
>>
>> That part should be simple, but I'm wondering if it would be  
>> possible to do
>> it on a PP basis. That way it prevents using up memory on many  
>> particle
>> objects.
>>
>> Ta for the reply though :)
>>
>> On Mon, Aug 3, 2009 at 6:03 PM, bendingiscool
>> <[email protected]>wrote:
>>
>>
>>
>>> Howdy russ!
>>
>>> Get on with that pesky project lol!
>>
>>> Not sctricly what your after but if you just sketch one particle you
>>> can connect the outputs of the node to the nParticle's translates.
>>
>>> Obviously you would only want to do this for one particle otherwise
>>> you would have a bunch of particles moving in the exact same  
>>> fashion.
>>
>>> Quick fix for a silly brief.
>>
>>> Toodles
>>
>>> El Bendino
>>
>>> On Aug 3, 10:11 am, "[email protected]"
>>> <[email protected]> wrote:
>>>> Hello,
>>
>>>> Sorry for a possible rookie question, but I've been ill for a while
>>>> and had to take a break from my studies. This has made me forget  
>>>> some
>>>> of even the simplest things :(.
>>
>>>> I've had trouble trying to connect node outputs to the individual
>>>> particles position attribrute.
>>>> So using the circleNode for example to make a single particle  
>>>> travel
>>>> in a circle, how would you connect the nodes two outputs (x,z) to  
>>>> the
>>>> particles position?
>>
>>>> The only way I can think about doing it is as follows...
>>
>>>>        create a locator with 2 custom attrs. (x,z)
>>>>        connect the node o/p to the loc attrs.
>>>>        query the loc attrs, and place in varibles.
>>>>        query varibles and edit the particle position attr.
>>
>>>> However, this causes a problem of having to create expressions to
>>>> constantly query the loc attrs and update the particles position  
>>>> per
>>>> frame.
>>>> It would be much simpler and by far quicker to have the node  
>>>> drive the
>>>> individual particle directly.
>>
>>>> Does anyone know how this may be done?
>>
>>>> Group member Paul Molodowitch was kind enough to suggest the  
>>>> following
>>>> to ammend individual particles to help me:
>>>>       particle('particleShape1', e=True, at='position', order=39,
>>>> vectorValue=(-0.7, 0.428757, -0.938712))
>>
>>>> Kind regards.
>>
>>
> >


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