Event triggers Event / Parse floating Data
#1
Question 
Apologies in advance as I realize this is probably a noobish problem however I'm banging my head around it for 2 days and getting dizzy. 

Basically the screenshot and "main idea.max" show the situation. It's a basic virus growth type of effect , particles are born as voxels, then a small group is activated by activator object proximity -> assigned separate sim group then tested against previous group for neighbours and moved to new event (Red state Event_002) until there is no particle left from original event. 

- After they all finish in their final Red state (Event_002) , a time test is moving them to new event where they should be later deleted. 
I'd like to automate this without using time test as it involves individual setup for each simulated object. This idea would be later used to activate a large number of birthed voxel objects around the scene with a single path traveling activator object. 

Ideally this automation would also allow me to have another type of birth event within the same flow (another type of effect i.e. fracture) from those same referenced objects - that would be triggered after first voxel event is finished. 

I suspect a property test with event particle count would be my solution (i.e. when event_001 count reaches 0 - move particles from event_002 to deletion OR trigger a new birth event). 
Spent last two days playing and scouring the web, set target, custom properties, setting up a separate "control" event particle - all in vain attempt to collect and parse a float data from one event to use it as a trigger in another and honestly have a feeling that I'm chasing my tail in circles. 

If anyone could point me in right direction or have a look at my miserable scene (readDataFromAnotherEvent.max) - I'd be eternally grateful . 
Cheers everyone!
   


Attached Files
.max   readDataFromAnotherEvent.max (Size: 360 KB / Downloads: 106)
.max   main idea.max (Size: 360 KB / Downloads: 113)
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#2
Since all particles are born together, you can use a Script operator in the first event to save the event particle count to some channel on all the born particles.

Then in the second event, you can use a Property Test to test whether the event particle count is ever equal to that value - once it is, it means all the born particles are in the second event, and they can be moved out (the Property Test will test true for all of the second event particles at the same time).

See attached for an example of how to do this.

In the next build I'll add event/flow particle count as a property in the Custom Properties operator, so a Script operator is not necessary.


Attached Files
.max   count.max (Size: 672 KB / Downloads: 119)
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#3
I know I know, everything is easier when you can script Big Grin
I appreciate you taking your time to help out , will check the file out .
Yeah, was kind of puzzled that particle count param exists in property test by is omitted elsewhere. Great to hear it`s comming.
Best Regards and keep up the good work.
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