Flying Letters from a Custom String

Description:

The following example uses a Script Operator to assign a single letter to each particle based on a scene text objects. You can type in any text you want, define the font and change the appearance of the text using modifiers like Extrude and Bevel and let Particle Flow generate a stream of letters showing the text.

Can Be Used With:

The scripts should be used inside a Script_Operator.

Effect:

Note:

The source object must be a text object with some meshing modifier on top. Do not collapse the stack to EMesh as the script needs access to the text baseobject's font and text properties!

EXAMPLE

   --The ChannelsUsed handler defines the channels
   --to be made available to the script.
   --For the list of all channels, see
   --Interface: MaxscriptParticleContainer
   --The parameter pCont passed to the handler
   --contains the Particle Container the script is applied to
   on ChannelsUsed pCont do(
   pCont.useShape = true --enable changes to the shape
   )

   --The Init handler is called on initialization.
   --In this case, it is used to define the string, font name
   --and create the text objects for every letter

   on Init pCont do
   (
   --Define a global variable to store the array of letter objects
   --Use different unique ID if reusing the code
   --multiple times in the same scene

   global pflow_letter_array17b02b680

   local text_source = $PFlowText17b02b680

   --If the unique source is missing...
   if not isValidNode text_source do
   (
   --Create new text source object
   text_source = text text:"Enter Text Here"
   --Give it the unique name - use a different ID
   --throughout the script if you need to use multiple
   --scripts in the same scene
   text_source.name ="PFlowText17b02b680"
   --Add an extrude modifier to the text object
   addmodifier text_source (extrude amount:10)
   --make the source invisible to the renderer
   text_source.renderable = false
   )
   --If the array has been initialized before...
   if pflow_letter_array17b02b680 != undefined do
   (
   txtpos = 0
   --Go through all elements of the array
   for i in pflow_letter_array17b02b680 do
   (
   txtpos += 1
   --If any of the array nodes is invalid (deleted),
   --or the font does not match the source's font name,
   --or a letter does not match the letter in the source text,
   --reset the whole array so it can be reinitialized
   if not (isValidNode i) or i.font != text_source.font or i.text != (substring text_source.text txtpos 1) do
   pflow_letter_array = undefined
   )
   )

   --If the array is newly created or reset (see above)
   if pflow_letter_array17b02b680 == undefined do
   (
   --Initialize to empty array
   pflow_letter_array17b02b680 = #()
   --Get the string to display by the particle system from the
   --source text object in the scene. You can edit the
   --text's source to display any text you want!
   --Moving the time slider will update all letters!
   local str = text_source.text
   --Delete all possibly existing letter objects by name
   delete $PFlow_Letter_17b02b680_*
   --Loop from 1 to the number of letters in the string
   for i = 1 to str.count do
   (
   --Create a copy of the source object with
   --the i-th letter from the string
   letter = copy text_source
   letter.text = (substring str i 1)
   --Give the object a unique name
   letter.name = (uniquename"PFlow_Letter_17b02b680_")
   --Set the font to the font of the source
   letter.font = text_source.font
   --Append the new text object to the array
   append pflow_letter_array17b02b680 letter
   --Hide the text object
   hide letter
   ) 
   ) 
   )

   --In the Proceed handler, we will assign the letters to the
   --available particles

   on Proceed pCont do
   (
   --Get the current particle count
   count = pCont.numParticles()
   --Get the number of text objects in the global array
   maxcount = pflow_letter_array17b02b680.count
   --Create an empty mesh
   empty_mesh = triMesh()
   --Repeat for all particles
   for i = 1 to count do
   (
   --Set the current particle index
   pCont.particleIndex = i
   --If the particle index is less than the number of letters
   if i <= maxcount then
   (
   --If the node is not deleted, set the particle shape
   --to the mesh of the i-th text object
   if isValidNode pflow_letter_array17b02b680[i] do
   pCont.particleShape = pflow_letter_array17b02b680[i].mesh
   )
   else
   (
   --If there is no letter for this particle,
   --set the shape to an empty mesh
   pCont.particleShape = empty_mesh
   )
   )
   )

   --The Release handler is used to do cleanup work.
   --Not used in this case.
   on Release pCont do
   (

   )