Skill v1.0.0
currentLLM-judged scan90/100version: "1.0.0" name: maya-particles description: |- Authoring stage - Maya particle systems: nParticle and classic particle creation, emitters (omni, directional, surface, curve, volume), particle look and physics attributes, and geometry instancing. Use for particle effects such as dust, sparks, rain and debris. Not for cloth or rigid body simulation (maya-dynamics), Bifrost volumetric work (maya-bifrost), or keyframe editing (maya-animation). license: MIT allowed-tools: Bash Read metadata: meshy-dcc: dcc: maya layer: domain stage: authoring version: 1.0.0 tags:
- maya
- particles
- nparticle
- emitter
- instancer
- vfx
- simulation
search-hint: |- nParticle, particle system, particle, emitter, point emitter, volume emitter, surface emitter, curve emitter, emit particles, rate, speed, spread, lifespan, particle render type, spheres, sprites, blobby, cloud, streak, instancer, instance geometry onto particles, particle instancer, rotationPP, cycle sequential debris variation tools: tools.yaml groups: groups.yaml
maya-particles (Authoring stage)
Typed wrappers around Maya's particle commands. Both particle families are covered:
- nParticle (
kind="nparticle") — Nucleus-driven, collides with nCloth /
nRigid, cachable. The right default for new work.
- classic particles (
kind="classic") — legacyparticlenodes, kept for
compatibility with older rigs and MEL scripts.
Particle workflow
create_particle_system— pickkind, setlifespan,lifespan_modeand
particle_render_type up front.
create_emitter— chooseemitter_type; passtargetsto connect it in
one call, or omit and connect later.
set_emitter_properties— tunerate,speed,speed_random,spread.set_particle_properties— tune the look:radius,opacity,
particle_render_type, and physics: conserve, drag, mass, bounce.
create_particle_instancer— replace point rendering with real geometry.
Use cycle="sequential" with several source objects for debris variation. Maya's -cycle only accepts none or sequential; random is rejected.
- Collide with the world via
maya-dynamics create_nrigid, then cache with
maya-dynamics create_ncache.
Scale note
nParticle inherits the Nucleus solver's space_scale. If particles look like they are moving through treacle, check maya-dynamics set_nucleus_properties before touching any emitter value.
Scripts
create_particle_system- Create an nParticle or classic particle systemcreate_emitter- Create an omni / directional / surface / curve / volume emittercreate_particle_instancer- Instance source geometry onto a particle systemlist_particles- List particle systems, emitters and instancersset_emitter_properties- Edit rate, speed, spread and other emitter attributesset_particle_properties- Edit particle look and physics attributes