air is undoable, queryable, and editable.
For each listed object, the command creates a new field.
The field has a shape which lives in the DAG and it has an associated
dependency node. The field is added to the list of fields owned
by the object. Use connectDynamic to cause the field to affect a dynamic
object. Note that if more than one object is listed, a separate field is
created for each object.
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
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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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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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-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 froce 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 (x,y,z) where you want to place a gravity field.
The gravity 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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-torusSectionRadius(-tsr)
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linear
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Section radius for a torus volume. Applies only to torus.
Similar to the section radius in the torus modelling primitive.
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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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-volumeExclusion(-vex)
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boolean
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Volume exclusion of the field. If true, points outside the
volume (defined by the volume shape attribute) are affected, If false,
points inside the volume are affected. Has no effect if volumeShape
is set to "none."
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-volumeOffset(-vof)
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linear linear linear
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Volume offset of the field. Volume offset translates
the field's volume by the specified amount from the actual
field location. This is in the field's local space.
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-volumeShape(-vsh)
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string
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Volume shape of the field. Sets/edits/queries the
field's volume shape attribute. If set to any value other
than "none", determines a 3-D volume within which the field has effect.
Values are: "none," "cube," "sphere," "cylinder," "cone," "torus."
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-volumeSweep(-vsw)
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angle
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Volume sweep of the field. Applies only to sphere, cone,
cylinder, and torus. Similar effect to the sweep attribute
in modelling.
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-wakeSetup(-wks)
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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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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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