air is undoable, queryable, and editable.
The air field simulates the effects of moving air. The affected objects
will be accelerated or decelerated so that their velocities match that
of the air.
In query mode, return type is based on queried flag.
Long name (short name) |
Argument types |
Properties |
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attenuation(att)
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float
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Attentuation rate of field
The air field attenuates so as to taper the field's
magnitude to zero when the maximum distance is reached.
Thus, attenuation has no effect unless useMaxDistance is
true and a positive maximum distance has been set.
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directionX(dx)
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float
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directionY(dy)
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float
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directionZ(dz)
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float
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Direction that the air will try to match the affected
particles' velocity to. NOTE: This is not the velocity; this is only
the direction. Use the -s flag to set the speed.
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enableSpread(es)
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boolean
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This tells the system whether or not to use the spread
angle given by '-sp'. If this is 'false' then all connected objectswithin the maximum distance will
be affected. Also, if this is set to 'false', all affected objects are forced to match their velocities
along the direction vector. If this is set to 'true' and spread is used, then the direction of the force
is along the direction from the field to the object.
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fanSetup(fs)
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boolean
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Similar to 'windSetup' except that the effects of a fan or
a person blowing air are approximated. The user can pass the same
flags on the command line to adjust them from the defaults. These are
the values that get set to approximate a 'fan':
inheritVelocity 1.0
inheritRotation true
componentOnly false
enableSpread true
spread .5 (45 degrees from center )
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inheritRotation(iro)
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boolean
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If this is set to 'true', then the direction vector
described with -dx, -dy, and -dz will be considered local to the owning object. Therefore, if the
owning object's transform undergoes any rotation (by itself or one of its parents), the direction
vector of the air field will undergo that same rotation.
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inheritVelocity(iv)
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float
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Amount (from 0 to 1) of the field-owner's velocity added to the
vector determined by the direction and speed flags. The combination
of these two vectors makes
up the TOTAL velocity vector for the air field. This allows the air
to be determined directly by the motion of the owning object.
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magnitude(m)
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float
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The speed along the direction vector that the air is moving.
Use this in conjunction with the -dx -dy -dz flags.
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maxDistance(mxd)
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linear
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Maximum distance at which field is exerted.
-1 indicates that the field has no maximum distance.
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name(n)
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string
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perVertex(pv)
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boolean
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Per-vertex application. If this flag is set true, then each
individual point (CV, particle, vertex,etc.) of the chosen object
exerts an identical copy of the force field. If this flag is set to
false, then the force is exerted only from the geometric center of
the set of points.
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position(pos)
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[linear, linear, linear]
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Position in space where you want to place a field.
The field then emanates from this position in space rather
than from an object. Note that you can both use -pos
(creating a field at a position) and also provide object names.
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speed(s)
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float
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How fast the affected objects' speed reaches the speed (based on the -mag, -dx, -dy, -dz flags) of the air field.
This value gets clamped internally to be between 0.0 and 1.0. A value of 0.0 will make the air field have no effect.
A value of 1.0 will try to match the air field's speed much quicker, but not necessarily immediately.
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spread(sp)
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float
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This represents the angle from the direction vector within which
objects will be affected. The values are in the range of 0 to 1.
A value of 0 will result in an effect only
exactly in front of the air field along the direction vector. A
value of 1 will result in any object in front of the owning object, 90
degrees in all direction from the direction vector.
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velocityComponentOnly(vco)
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boolean
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If this is 'false', the air will accelerate or decelerate
the affected objects so that their velocities will eventually match
the TOTAL velocity vector of the air field. If this is 'true',
only ACCELERTION is applied to the affected objects so that their
velocity component along the TOTAL velocity vector matches or is
greater in magnitude than the TOTAL velocity vector. This will not
slow objects down to match velocities, only speed them up
to match components. This is most useful when using the -iv flag
with a value >0.
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wakeSetup(wks)
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boolean
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Like the 'windSetup' and 'fanSetup', 'wakeSetup'
sets certain values in the field to approximate the movement of air
near a moving object, such as a character's foot or hand.
The values that are set are:
inheritVelocity 1.0
inheritRotation false
componentOnly true
enableSpread false
speed 0.0
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windSetup(wns)
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boolean
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This will set some of the values above in a way that
approximates the effects of a basic wind. This allows the user to then change certain values as
he/she wishes on the same command line. First the preset values get set, and then any other flags
that were passed get taken into account. These are the values that get set to approximate 'wind':
inheritVelocity 0.0
inheritRotation true
componentOnly false
enableSpread false
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