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On 26/10/2011 at 08:42, xxxxxxxx wrote:
So far I've written 13 particle modifiers of varying complexity for my new particle system so I'm reasonably familiar with this particular animal.
You can't add new totally parameters to the existing modifiers, of course. For something completely new you would need to write a new modifier plugin. There's a very simple example in the SDK which can form the basis of a new modifier. There's also some useful code on these forums showing how to use the standard falloffs with a modifier (which is very easy).
The big problem with the C4D modifier as it stands is the limited amount of data you can change. Essentially you are restricted to altering the speed, direction, and life of the particle, and that's about it. For many things that is sufficient but if you want it to do anything more complex you can't. For example, one of my modifiers allows you to make the particles fly to an object and stick to it; there's no way a standard modifier can do that because you just can't pass enough data to the modifier.
The only way round that is to write your own particle system, which having been at work on one for the past 4-5 months I wouldn't wish on anybody. But if you do that you can pass whatever data you like to the modifier and do a lot more than the standard modifiers would. Of course, such modifiers are not compatible with the standard C4D emitter or TP.
The best way to learn about modifiers is to try to write one. Just something simple like increasing a particle's speed will get you going. As for anything else, it's just a matter of coming up with the idea :-)