Here you will find documentation on all the descriptions that Cinema 4D currently has. You can list them Alphabetically, by Type or Plugin . The sample Python and C++ code is automatically generated and in some cases may not be 100% correct. If something doesn't work then please refer to the official Cinema 4D SDK documentation for more information.

IDs and information for Oexplosionfx

Oexplosionfx

Attributes

  • ENGLISH NAME : ExplosionFXObject
  • NAME : Oexplosionfx
  • INCLUDE : Obase
  • PATH : objects/description/oexplosionfx.res
  • PLUGIN : objects
  • MAXON online help (may not exist): OEXPLOSIONFX

Elements

ID UI Name Type Parameters Cycle
EXPLOSIONFX_TIME Time REAL
MIN 0.0
MAX 100.0
STEP 0.1
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 10
EXPLOSIONFX_THICKNESS CLThickness REAL
UNIT METER
STEP 1.0
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER -100
MAXSLIDER 100
DEFAULT 10
EXPLOSIONFX_THICKNESS_RANDOM CLThicknessVariation REAL
PARENTID EXPLOSIONFX_THICKNESS
MIN 0
MAX 100
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_DENSITY CLDensity REAL
MIN 0.0
STEP 1.0
EXPLOSIONFX_DENSITY_RANDOM CLDensityVariation REAL
PARENTID EXPLOSIONFX_DENSITY
MIN 0.0
MAX 100.0
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_CLUSTERKIND CLClusterType LONG  
EXPLOSIONFX_CLUSTERKIND_POLYS Polygons
EXPLOSIONFX_CLUSTERKIND_AUTOM Automatic
EXPLOSIONFX_CLUSTERKIND_STAGS UseSelectionTags
EXPLOSIONFX_CLUSTERKIND_SE_PO Selections+Polys
EXPLOSIONFX_CLUSTER_NAME CLMask STRING PARENTID
EXPLOSIONFX_CLUSTERFIX CLFixUnselected BOOL PARENTID
EXPLOSIONFX_CLUSTER_MIN_POLYS CLMinPolys LONG
PARENTID EXPLOSIONFX_CLUSTERKIND
MIN 1
STEP 1
EXPLOSIONFX_CLUSTER_MAX_POLYS CLMaxPolys LONG
PARENTID EXPLOSIONFX_CLUSTERKIND
MIN 2
STEP 1
EXPLOSIONFX_DISAPPEAR CLDisappear BOOL  
EXPLOSIONFX_DISAPPEARKIND CLDisappearKind LONG PARENTID
EXPLOSIONFX_DISAPPEARKIND_TIME Time
EXPLOSIONFX_DISAPPEARKIND_DIST Distance
EXPLOSIONFX_DISAPPEAR_START CLDisappearStart REAL
PARENTID EXPLOSIONFX_DISAPPEAR
MIN 0.0
STEP 1.0
UNIT METER
EXPLOSIONFX_DISAPPEAR_DELAY CLDisappearDuration REAL
PARENTID EXPLOSIONFX_DISAPPEAR
MIN 0.0
STEP 1.0
UNIT METER
EXPLOSIONFX_EXPLOSTRENGTH EXStrength REAL
MIN 0.0
STEP 1.0
EXPLOSIONFX_EXPLOSTRENGTH_FALLOFF EXStrengthDecay REAL
PARENTID EXPLOSIONFX_EXPLOSTRENGTH
MIN 0.0
MAX 100.0
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_EXPLOSTRENGTH_RANDOM EXStrengthVariation REAL
PARENTID EXPLOSIONFX_EXPLOSTRENGTH
MIN 0.0
MAX 100.0
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_EXPLODIRECTION EXDirection LONG  
EXPLOSIONFX_EXPLODIRECTION_ALL All
EXPLOSIONFX_EXPLODIRECTION_O_X OnlyX
EXPLOSIONFX_EXPLODIRECTION_E_X ExceptX
EXPLOSIONFX_EXPLODIRECTION_O_Y OnlyY
EXPLOSIONFX_EXPLODIRECTION_E_Y ExceptY
EXPLOSIONFX_EXPLODIRECTION_O_Z OnlyZ
EXPLOSIONFX_EXPLODIRECTION_E_Z ExceptZ
EXPLOSIONFX_LINEAR EXDirectionLinear BOOL PARENTID
EXPLOSIONFX_EXPLODIRECTION_RANDOM EXDirectionVariation REAL
PARENTID EXPLOSIONFX_EXPLODIRECTION
MIN 0.0
MAX 100.0
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_EXPLOTIME EXBlastTime REAL
MIN 0.0
STEP 1.0
EXPLOSIONFX_DSPEED EXBlastSpeed REAL
MIN 0.0
STEP 1.0
EXPLOSIONFX_DSPEED_FALLOFF EXBlastSpeedDecay REAL
PARENTID EXPLOSIONFX_DSPEED
MIN 0
MAX 100
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_DSPEED_RANDOM EXBlastSpeedVariation REAL
PARENTID EXPLOSIONFX_DSPEED
MIN 0
MAX 100
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_DMAX_RANGE EXBlastRange REAL
MIN 0.0
STEP 1.0
UNIT METER
EXPLOSIONFX_DMAX_RANGE_RANDOM EXBlastRangeVariation REAL
PARENTID EXPLOSIONFX_DMAX_RANGE
MIN 0
MAX 100
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_GRAVITATION GRAcceleration REAL
MIN 0.0
STEP 0.1
EXPLOSIONFX_GRAVITATION_RANDOM GRAccelerationVariation REAL
PARENTID EXPLOSIONFX_GRAVITATION
MIN 0.0
MAX 100.0
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_GDIRECTION GRDirection LONG  
EXPLOSIONFX_GDIRECTION_NO None
EXPLOSIONFX_GDIRECTION_X XWorld
EXPLOSIONFX_GDIRECTION_NX -XWorld
EXPLOSIONFX_GDIRECTION_Y YWorld
EXPLOSIONFX_GDIRECTION_NY -YWorld
EXPLOSIONFX_GDIRECTION_Z ZWorld
EXPLOSIONFX_GDIRECTION_NZ -ZWorld
EXPLOSIONFX_GMAX_RANGE GRRange REAL
UNIT METER
MIN 0.0
EXPLOSIONFX_GMAX_RANGE_RANDOM GRRangeVariation REAL
PARENTID EXPLOSIONFX_GMAX_RANGE
MIN 0.0
MAX 100.0
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_WSPEED RTSpeed REAL STEP
EXPLOSIONFX_WSPEED_FALLOFF RTSpeedDecay REAL
PARENTID EXPLOSIONFX_WSPEED
MIN 0.0
MAX 100.0
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_WSPEED_RANDOM RTSpeedVariation REAL
PARENTID EXPLOSIONFX_WSPEED
MIN 0.0
MAX 100.0
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_ROTACHSE RTRotationAxis LONG  
EXPLOSIONFX_ROTACHSE_C CenterOfGravity
EXPLOSIONFX_ROTACHSE_X X-Axis
EXPLOSIONFX_ROTACHSE_Y Y-Axis
EXPLOSIONFX_ROTACHSE_Z Z-Axis
EXPLOSIONFX_ROTACHSE_RANDOM RTRotationAxisVariation REAL
PARENTID EXPLOSIONFX_ROTACHSE
MIN 0.0
MAX 100.0
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_WINDSPEED SPWind REAL STEP
EXPLOSIONFX_WINDSPEED_RANDOM SPWindVariation REAL
PARENTID EXPLOSIONFX_WINDSPEED
MIN 0.0
MAX 100.0
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0
EXPLOSIONFX_WIRBELSPEED SPTwist REAL STEP
EXPLOSIONFX_WIRBELSPEED_RANDOM SPTwistVariation REAL
PARENTID EXPLOSIONFX_WIRBELSPEED
MIN 0.0
MAX 100.0
STEP 1.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
STEP 1
MINSLIDER 0
MAXSLIDER 100
DEFAULT 0

Example Code

The following code does not use the correct values when setting the data. You should check directly in C4D for the correct values that you should use in place of the ones that are shown. This code is just to show you how to access the values for getting and setting the parameters.

Python

import c4d
from c4d import gui
def main():
    obj = c4d.BaseObject(c4d.Oexplosionfx)
    doc.InsertObject(obj)
    c4d.EventAdd(c4d.EVENT_FORCEREDRAW)
    
    #You can set parameters two different ways. 
    #First way              
    obj[c4d.EXPLOSIONFX_TIME] = 0.1
    obj[c4d.EXPLOSIONFX_THICKNESS] = 0.1
    obj[c4d.EXPLOSIONFX_THICKNESS_RANDOM] = 0.1
    obj[c4d.EXPLOSIONFX_DENSITY] = 0.1
    obj[c4d.EXPLOSIONFX_DENSITY_RANDOM] = 0.1
    obj[c4d.EXPLOSIONFX_CLUSTERKIND] = c4d.EXPLOSIONFX_CLUSTERKIND_POLYS
    obj[c4d.EXPLOSIONFX_CLUSTER_NAME] = "Hello World"
    obj[c4d.EXPLOSIONFX_CLUSTERFIX] = True
    obj[c4d.EXPLOSIONFX_CLUSTER_MIN_POLYS] = 1
    obj[c4d.EXPLOSIONFX_CLUSTER_MAX_POLYS] = 1
    obj[c4d.EXPLOSIONFX_DISAPPEAR] = True
    obj[c4d.EXPLOSIONFX_DISAPPEARKIND] = c4d.EXPLOSIONFX_DISAPPEARKIND_TIME
    obj[c4d.EXPLOSIONFX_DISAPPEAR_START] = 0.1
    obj[c4d.EXPLOSIONFX_DISAPPEAR_DELAY] = 0.1
    obj[c4d.EXPLOSIONFX_EXPLOSTRENGTH] = 0.1
    obj[c4d.EXPLOSIONFX_EXPLOSTRENGTH_FALLOFF] = 0.1
    obj[c4d.EXPLOSIONFX_EXPLOSTRENGTH_RANDOM] = 0.1
    obj[c4d.EXPLOSIONFX_EXPLODIRECTION] = c4d.EXPLOSIONFX_EXPLODIRECTION_ALL
    obj[c4d.EXPLOSIONFX_LINEAR] = True
    obj[c4d.EXPLOSIONFX_EXPLODIRECTION_RANDOM] = 0.1
    obj[c4d.EXPLOSIONFX_EXPLOTIME] = 0.1
    obj[c4d.EXPLOSIONFX_DSPEED] = 0.1
    obj[c4d.EXPLOSIONFX_DSPEED_FALLOFF] = 0.1
    obj[c4d.EXPLOSIONFX_DSPEED_RANDOM] = 0.1
    obj[c4d.EXPLOSIONFX_DMAX_RANGE] = 0.1
    obj[c4d.EXPLOSIONFX_DMAX_RANGE_RANDOM] = 0.1
    obj[c4d.EXPLOSIONFX_GRAVITATION] = 0.1
    obj[c4d.EXPLOSIONFX_GRAVITATION_RANDOM] = 0.1
    obj[c4d.EXPLOSIONFX_GDIRECTION] = c4d.EXPLOSIONFX_GDIRECTION_NO
    obj[c4d.EXPLOSIONFX_GMAX_RANGE] = 0.1
    obj[c4d.EXPLOSIONFX_GMAX_RANGE_RANDOM] = 0.1
    obj[c4d.EXPLOSIONFX_WSPEED] = 0.1
    obj[c4d.EXPLOSIONFX_WSPEED_FALLOFF] = 0.1
    obj[c4d.EXPLOSIONFX_WSPEED_RANDOM] = 0.1
    obj[c4d.EXPLOSIONFX_ROTACHSE] = c4d.EXPLOSIONFX_ROTACHSE_C
    obj[c4d.EXPLOSIONFX_ROTACHSE_RANDOM] = 0.1
    obj[c4d.EXPLOSIONFX_WINDSPEED] = 0.1
    obj[c4d.EXPLOSIONFX_WINDSPEED_RANDOM] = 0.1
    obj[c4d.EXPLOSIONFX_WIRBELSPEED] = 0.1
    obj[c4d.EXPLOSIONFX_WIRBELSPEED_RANDOM] = 0.1
    
    #Second way, using the base container.
    bc = obj.GetDataInstance()
    bc.SetFloat(c4d.EXPLOSIONFX_TIME,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_THICKNESS,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_THICKNESS_RANDOM,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_DENSITY,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_DENSITY_RANDOM,0.1)
    bc.SetInt32(c4d.EXPLOSIONFX_CLUSTERKIND,c4d.EXPLOSIONFX_CLUSTERKIND_POLYS)
    bc.SetString(c4d.EXPLOSIONFX_CLUSTER_NAME,"Hello World")
    bc.SetBool(c4d.EXPLOSIONFX_CLUSTERFIX,True)
    bc.SetInt32(c4d.EXPLOSIONFX_CLUSTER_MIN_POLYS,1)
    bc.SetInt32(c4d.EXPLOSIONFX_CLUSTER_MAX_POLYS,1)
    bc.SetBool(c4d.EXPLOSIONFX_DISAPPEAR,True)
    bc.SetInt32(c4d.EXPLOSIONFX_DISAPPEARKIND,c4d.EXPLOSIONFX_DISAPPEARKIND_TIME)
    bc.SetFloat(c4d.EXPLOSIONFX_DISAPPEAR_START,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_DISAPPEAR_DELAY,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_EXPLOSTRENGTH,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_EXPLOSTRENGTH_FALLOFF,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_EXPLOSTRENGTH_RANDOM,0.1)
    bc.SetInt32(c4d.EXPLOSIONFX_EXPLODIRECTION,c4d.EXPLOSIONFX_EXPLODIRECTION_ALL)
    bc.SetBool(c4d.EXPLOSIONFX_LINEAR,True)
    bc.SetFloat(c4d.EXPLOSIONFX_EXPLODIRECTION_RANDOM,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_EXPLOTIME,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_DSPEED,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_DSPEED_FALLOFF,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_DSPEED_RANDOM,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_DMAX_RANGE,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_DMAX_RANGE_RANDOM,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_GRAVITATION,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_GRAVITATION_RANDOM,0.1)
    bc.SetInt32(c4d.EXPLOSIONFX_GDIRECTION,c4d.EXPLOSIONFX_GDIRECTION_NO)
    bc.SetFloat(c4d.EXPLOSIONFX_GMAX_RANGE,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_GMAX_RANGE_RANDOM,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_WSPEED,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_WSPEED_FALLOFF,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_WSPEED_RANDOM,0.1)
    bc.SetInt32(c4d.EXPLOSIONFX_ROTACHSE,c4d.EXPLOSIONFX_ROTACHSE_C)
    bc.SetFloat(c4d.EXPLOSIONFX_ROTACHSE_RANDOM,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_WINDSPEED,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_WINDSPEED_RANDOM,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_WIRBELSPEED,0.1)
    bc.SetFloat(c4d.EXPLOSIONFX_WIRBELSPEED_RANDOM,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../objects/description/oexplosionfx.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseObject *pObject = BaseObject::Alloc(Oexplosionfx);
    pDoc->InsertObject(pObject);
    pDoc->StartUndo();
    pDoc->AddUndo(UNDO_NEW,pObject);
    pDoc->EndUndo();
    EventAdd(EVENT_FORCEREDRAW);
    
    //You can set parameters two different ways. 

    //First way              
    //Some objects do not store all their data in the container. You need to use GetParameter()/SetParameter() instead. 

    DESCFLAGS_SET flags = DESCFLAGS_SET_PARAM_SET;
    pObject->SetParameter(DescID(EXPLOSIONFX_TIME),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_THICKNESS),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_THICKNESS_RANDOM),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_DENSITY),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_DENSITY_RANDOM),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_CLUSTERKIND),GeData(EXPLOSIONFX_CLUSTERKIND_POLYS),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_CLUSTER_NAME),GeData("Hello World"),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_CLUSTERFIX),GeData(true),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_CLUSTER_MIN_POLYS),GeData(1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_CLUSTER_MAX_POLYS),GeData(1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_DISAPPEAR),GeData(true),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_DISAPPEARKIND),GeData(EXPLOSIONFX_DISAPPEARKIND_TIME),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_DISAPPEAR_START),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_DISAPPEAR_DELAY),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_EXPLOSTRENGTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_EXPLOSTRENGTH_FALLOFF),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_EXPLOSTRENGTH_RANDOM),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_EXPLODIRECTION),GeData(EXPLOSIONFX_EXPLODIRECTION_ALL),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_LINEAR),GeData(true),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_EXPLODIRECTION_RANDOM),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_EXPLOTIME),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_DSPEED),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_DSPEED_FALLOFF),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_DSPEED_RANDOM),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_DMAX_RANGE),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_DMAX_RANGE_RANDOM),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_GRAVITATION),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_GRAVITATION_RANDOM),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_GDIRECTION),GeData(EXPLOSIONFX_GDIRECTION_NO),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_GMAX_RANGE),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_GMAX_RANGE_RANDOM),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_WSPEED),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_WSPEED_FALLOFF),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_WSPEED_RANDOM),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_ROTACHSE),GeData(EXPLOSIONFX_ROTACHSE_C),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_ROTACHSE_RANDOM),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_WINDSPEED),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_WINDSPEED_RANDOM),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_WIRBELSPEED),GeData(0.1),flags);
    pObject->SetParameter(DescID(EXPLOSIONFX_WIRBELSPEED_RANDOM),GeData(0.1),flags);
    pObject->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pObject->GetDataInstance();
    bc->SetFloat(EXPLOSIONFX_TIME,0.1);
    bc->SetFloat(EXPLOSIONFX_THICKNESS,0.1);
    bc->SetFloat(EXPLOSIONFX_THICKNESS_RANDOM,0.1);
    bc->SetFloat(EXPLOSIONFX_DENSITY,0.1);
    bc->SetFloat(EXPLOSIONFX_DENSITY_RANDOM,0.1);
    bc->SetInt32(EXPLOSIONFX_CLUSTERKIND,EXPLOSIONFX_CLUSTERKIND_POLYS);
    bc->SetString(EXPLOSIONFX_CLUSTER_NAME,"Hello World");
    bc->SetBool(EXPLOSIONFX_CLUSTERFIX,true);
    bc->SetInt32(EXPLOSIONFX_CLUSTER_MIN_POLYS,1);
    bc->SetInt32(EXPLOSIONFX_CLUSTER_MAX_POLYS,1);
    bc->SetBool(EXPLOSIONFX_DISAPPEAR,true);
    bc->SetInt32(EXPLOSIONFX_DISAPPEARKIND,EXPLOSIONFX_DISAPPEARKIND_TIME);
    bc->SetFloat(EXPLOSIONFX_DISAPPEAR_START,0.1);
    bc->SetFloat(EXPLOSIONFX_DISAPPEAR_DELAY,0.1);
    bc->SetFloat(EXPLOSIONFX_EXPLOSTRENGTH,0.1);
    bc->SetFloat(EXPLOSIONFX_EXPLOSTRENGTH_FALLOFF,0.1);
    bc->SetFloat(EXPLOSIONFX_EXPLOSTRENGTH_RANDOM,0.1);
    bc->SetInt32(EXPLOSIONFX_EXPLODIRECTION,EXPLOSIONFX_EXPLODIRECTION_ALL);
    bc->SetBool(EXPLOSIONFX_LINEAR,true);
    bc->SetFloat(EXPLOSIONFX_EXPLODIRECTION_RANDOM,0.1);
    bc->SetFloat(EXPLOSIONFX_EXPLOTIME,0.1);
    bc->SetFloat(EXPLOSIONFX_DSPEED,0.1);
    bc->SetFloat(EXPLOSIONFX_DSPEED_FALLOFF,0.1);
    bc->SetFloat(EXPLOSIONFX_DSPEED_RANDOM,0.1);
    bc->SetFloat(EXPLOSIONFX_DMAX_RANGE,0.1);
    bc->SetFloat(EXPLOSIONFX_DMAX_RANGE_RANDOM,0.1);
    bc->SetFloat(EXPLOSIONFX_GRAVITATION,0.1);
    bc->SetFloat(EXPLOSIONFX_GRAVITATION_RANDOM,0.1);
    bc->SetInt32(EXPLOSIONFX_GDIRECTION,EXPLOSIONFX_GDIRECTION_NO);
    bc->SetFloat(EXPLOSIONFX_GMAX_RANGE,0.1);
    bc->SetFloat(EXPLOSIONFX_GMAX_RANGE_RANDOM,0.1);
    bc->SetFloat(EXPLOSIONFX_WSPEED,0.1);
    bc->SetFloat(EXPLOSIONFX_WSPEED_FALLOFF,0.1);
    bc->SetFloat(EXPLOSIONFX_WSPEED_RANDOM,0.1);
    bc->SetInt32(EXPLOSIONFX_ROTACHSE,EXPLOSIONFX_ROTACHSE_C);
    bc->SetFloat(EXPLOSIONFX_ROTACHSE_RANDOM,0.1);
    bc->SetFloat(EXPLOSIONFX_WINDSPEED,0.1);
    bc->SetFloat(EXPLOSIONFX_WINDSPEED_RANDOM,0.1);
    bc->SetFloat(EXPLOSIONFX_WIRBELSPEED,0.1);
    bc->SetFloat(EXPLOSIONFX_WIRBELSPEED_RANDOM,0.1);
    pObject->Message(MSG_UPDATE);                                                      
}