Hi Sam,

This is certainly possible, if by "point" you mean vertex, you can:

1a. Get all components
2a. Pick one at random
3a. Emit from object, using the component

It will create 2 nodes, one of which is an emitter that follows the
component in worldspace.

If by "point" you mean arbitrary location on a mesh, including inbetween
vertices, you can:

1b. Create follicle on surface
2b. Insert a random value between 0-1

If you don't have any UVs, you can

1c. Duplicate the mesh
2c. Project planar
3c. Repeat 1b and 2b.
4c. Delete duplicate

Best,
Marcus

On 22 September 2014 16:59, Ricardo Viana <[email protected]> wrote:

> import maya.cmds as cmds
>
> #list selected vertices, only works if you dont lasso select them.
>
> selVerts = cmds.ls(sl=True)
>
> #create empty list to store positions
> selPositions = []
>
>
> #loop to look up every vertex position and store it in selPositions
> for vertex in selVerts:
>     #query the position
>     pos = cmds.xform(vertex, query = True , t = True)
>     #append to list
>     selPositions.append(pos)
>
>
> # loop to create locators
> for position in selPositions:
>     #create a locator
>     locator = cmds.spaceLocator()
>     #move it into the position
>     cmds.xform(locator, t= position)
>
>
> On 22 September 2014 16:59, Ricardo Viana <[email protected]> wrote:
>
>> This might help.
>> I've commented so you can follow.
>>
>>
>> On 22 September 2014 09:57, Mahmoodreza Aarabi <[email protected]>
>> wrote:
>>
>>> You can write plugin with Maya Python API too.
>>> but i think you get good result with maya commands too with mel and
>>> python script.
>>>
>>> On Mon, Sep 22, 2014 at 12:26 PM, <[email protected]> wrote:
>>>
>>>> i guess plugins are c++ right. way over my head, but ill look into it.
>>>> thanks,
>>>>
>>>> Sam
>>>>
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>>>
>>>
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>>> madoodia
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-- 
*Marcus Ottosson*
[email protected]

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