You can't use an array as it needs to be per point not per object(cloud)
(and you only need one value per point not an array)

Easiest way to do it is to plug in a *Self.ID *and turn on wrap
then the emitted points will cycle though the group object index, (if there
are 4 objects in the group) 0, 1, 2, 3, 0, 1 .... etc.

You *can* use randomize though, randomize value by range 0-3, and turn off
animated - not sure if thats the problem when you say 'but it changes all
the particles'



Simon Reeves
London, UK
*[email protected] <[email protected]>*
*www.simonreeves.com <http://www.simonreeves.com>*
*www.analogstudio.co.uk <http://www.analogstudio.co.uk>*


On 5 February 2014 15:42, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
[email protected]> wrote:

>  Hello again.
>
>
>
> I've got the particle shape working fine now, thanks everyone. New
> question though. I want to populate a static point cloud with different
> objects per each point. Since the cloud is static there is no emitter and
> no temporal component. I created a group of multiple objects and connected
> the group to the particle shape. I can now cycle through the object index
> and all particles change to the corresponding object. However I am unable
> to apply an array to the index input of Instance Shape. I can apply
> randomize effects to it but I changes all particles. I gather that
> randomize here would probably only randomize emitted particles over time.
> Is there an easy way to force each particle to have a different instanced
> objects in this situation without resorting to multiple point clouds?
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __________________________________________________
>
> Opinions stated here-in are strictly those of the author and do not
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