Move Pivots operator

The Move Pivots operator can be used to modify particle pivot points. This is analogous to modifying the pivot of a scene object, if we think of the particle’s transform as a pivot and the particle’s shape as an object.


Position

  • Shape center: moves the particle to the center of its shape mesh.

  • Closest point to object (in world): moves the particles to the closest point in world-space to a specified object.

  • Closest point to object (on shape): moves the particle to the closest point on its shape to a specified object.

  • Furthest point from object (on shape): moves the particle to the furthest point on its shape to a specified object.

  • On shape bounds (local): moves the particle to a specified location on its local bounding box.

  • On shape bounds (world): moves the particle to a specified location on its axis-aligned bounding box.

  • Offset by value (local): moves the particle in the local space of its transform.

  • Offset by value (world): moves the particle in world space.

  • Custom Vector: moves the particle to the location defined by a custom vector.

  • Closest point to vector (shape): moves the particles to the closest point to a custom vector on its shape.

  • Furthest point from vector (shape): moves the particles to the furthest point from a custom vector on its shape.

  • Absolute position (world): moves the particle to an absolute position in world space.


  • Offset particle position from new pivot: controls whether the particle position will be offset during the operation, resulting in the relative particle shape location remaining unchanged.

Objects

  • Input object list: the list of input objects.
Target object location
  • Surface: proximity tests will search for the closest point on the input object(s) surface.

  • Pivot: proximity tests will search for the closest input object(s) pivot.

Proximity Test
  • Particle Position (fast): the closest point to an input object is found by finding the smallest distance between the particle’s position and an input object.

  • Particle Shape (accurate): the closest point to an input object is found by finding the smallest distance between the particle’s shape and an input object.

Shape Sample

  • Vertices: the vertices of the particle’s shape mesh will be used to do the closest/furthest calculations.

  • Edge Centers: the edge centers of the particle’s shape mesh will be used to do the closest/furthest calculations.

  • Face Centers: the face centers of the particle’s shape mesh will be used to do the closest/furthest calculations.

Custom Vector

  • Channel: the channel from which to get the custom vector values for the relevant modes.

Bounds

  • Top/Bottom/Left/Right/Front/Back: the location on the bounding box to move the pivot.

By Value

  • X/Y/Z: the per-axis values for the applicable modes.

Interpolation

  • Value: the amount to interpolate particle pivot positions from their previous value to the new value.

  • Variation %: the per-particle percentage of variation to apply.

Uniqueness

  • Seed: the seed value for all varied parameters.