The tyProperties modifier allows you to assign tyFlow-specific properties to an object, which will be assigned to the corresponding particles derived from that object in a tyFlow simulation. For example, if you add an object to a Birth Objects operator that has a tyProperties modifier applied, the assignments enabled in the tyProperties modifier will transfer over to the particles created by that Birth Objects operator.
Set: enables simulation group assignments.
Simulation groups: controls which particle simulation groups will be assigned.
Set: enables export group assignments.
Export groups: controls which particle export groups will be assigned.
An implicit parent object is the object that tyFlow should consider to be the parent of the particle’s corresponding scene object within the simulation, even if the two objects are not directly linked together in the scene. In certain tyActor setups, tyFlow considers the parent of a particle’s reference node in order to calculate local transformations or hierarchical bindings. However, if two particles that have a relationship in the simulation (ex: two particles meant to be bound together) do not have a corresponding relationship in the scene (ex: their reference objects are not linked together), then the local transforms or hierarachical bindings will not be calculated properly. Assigning an implicit parent allows you to manually tell tyFlow how to construct their hierarchy. An example scenario might be a character rig where each bone is not linked to other bones, but instead to an intermediate control helper. If only the bones are input into the simulation, tyFlow will not properly understand their hierarchy since there is no direct link between the bones in the scene. By using tyProperties modifiers on the bones with each bone’s implicit parent being set to another bone in the scene (ex: head bone’s implicit parent being set to neck bone, neck bone’s implicit parent being set to spine bone, etc), tyFlow can accurately construct the hierarchy between the corresponding particles. Manual assignments of implicit parents are not required for tyActor setups where input objects are already directly linked together in the scene (ex: a Character Studio biped actor).
Float list: the list of custom floats which will be assigned.
Channel: the channel name of a custom float to assign.
Value: the value of the custom float which will be assigned when value mode is selected.
Object handle: the value of the custom float will be the source object’s scene handle when handle mode is selected.
With handle mode selected, you can use that information to reference the original scene objects later in the flow. For example, you can use MAXScript commands to get scene objects by handle during export, to assign properties of the original scene object to the exported particle(s).