Set the following options in the Add Attribute window to control the name and nature of attributes added. See also Create, edit, or delete custom attributes.
This is the name of the attribute you are adding.
Turn on to provide a different/more user-friendly name that will be used when viewing this attribute in the Attribute Editor or Channel Box.
(A default nice name will be created if your attribute name is intercapped (that is, setAttributeBlackOrWhite becomes Set Attribute Black Or White).)
The nice name is only stored in the file if the Override nice name box is checked; otherwise, it's computed from the long name. This may insert multi-byte characters into a .ma (Maya ASCII) file if the nice name is in a multi-byte language such as Japanese.
This is a shorter or more user-friendly name for the attribute. You can only type something in if Override nice name is turned on.
Defines the following attributes:
For more details on these attribute types, see Channel Control Editor.
Makes the attribute keyable.
Makes the attribute non-keyable but displayed in the Channel Box.
Makes the attribute hidden (and not keyable).
Select the data type for the attribute:
Creates a vector attribute consisting of three floating point values.
Creates a floating point attribute.
Creates an integer attribute.
Creates an attribute consisting of an on/off toggle
Creates a string attribute that accepts alphanumeric entries as data entry.
Creates an attribute that accepts selections from an “enumerated” or drop-down list.
Select a type:
Creates a per object attribute that you can set to a single value that applies to every particle in the object. A vector scalar is considered a single value with three numbers. If you select Scalar, you can specify Minimum, Maximum, and Default values for a Float or Integer attribute.
Creates a per particle attribute. You can set this type of attribute to different values for each particle. If you select Per Particle (Array), you can also create a counterpart initial state attribute by turning on Add Initial State Attribute.
Turn on to create a corresponding initial state attribute for the added attribute. Without this corresponding attribute, you can’t save a particle object’s current attribute values for initial state usage. You must write a creation expression if you decide to initialize the custom attribute’s value upon rewinding the animation. If you know you’re going to write a creation expression for a custom attribute, you can set Add Initial State Attribute to off when you add the attribute. Otherwise, set Add Initial State Attribute to on whenever you add a custom per particle attribute.
For scalar attributes, Minimum and Maximum set the lowest and highest values you can enter for the attribute in the Attribute Editor or Channel Box. Default sets the default value for the attribute.
When you're adding a new Enum attribute, you need to define the list of acceptable strings. There are two default strings, “Green” and “Blue”, in the Enum Names list that you can change. To change, select Green or Blue and then enter the new string in the New Name text box. To add a new string, click the blank entry below the last list item and type the string in the New Name text box.