Connect two X-Particles xpEmitters with splines with this Python Generator. You can also tweak amount of connections and spline interpolations.

You can also connect two xpEmitters using xpElektrix by setting Mode to ‘Particle to Particle’.

import c4d, xparticles
from c4d import utils as u

def main():
    connect = c4d.BaseObject(1011010) # Initializ connect object
    connect[c4d.CONNECTOBJECT_WELD] = False # Untick weld checkbox
    emittera = xparticles.ToEmitter(op[c4d.ID_USERDATA,1]) # Emitter A link
    emitterb = xparticles.ToEmitter(op[c4d.ID_USERDATA,4]) # Emitter B link
    connections = op[c4d.ID_USERDATA,2] # Amount of connections
    interp = op[c4d.ID_USERDATA,3] # Iterpolation for spline
    offset = op[c4d.ID_USERDATA,8] # Offset connections
    splines = [] # Initialize list for splines
    pca = emittera.GetParticleCount() # Get Emitter A's particle count
    pcb = emitterb.GetParticleCount() # Get Emitter B's particle count
    if pca > pcb: # If Emitter A's particle count is larger than Emitter B's
        op[c4d.ID_USERDATA,6] = str(pcb) # Maximum amount of connections
        tpc = pcb # Particle count to use
    else: # Otherwise
        op[c4d.ID_USERDATA,6] = str(pca) # Maximum amount of connections
        tpc = pca # Particle count to use
    try: # Try to execute following script
        for i in xrange(connections): # Loop through connections count
            points = [] # Initialize list for points
            if op[c4d.ID_USERDATA,10] == True: # If modulo checkbox is ticked
                offset = offset%tpc # Offset with modulo
            pa = emittera.GetParticle(i+offset) # Get Emitter A's particle index
            pap = pa.GetPosition() # Get Emitter A's particle's position
            pb = emitterb.GetParticle(i+offset) # Get Emitter B's particle index
            pbp = pb.GetPosition() # Get Emitter B's particle's position
            for k in xrange(interp): # Loop through interpolation count
                r = u.RangeMap(k, 0, interp, 0, 1, True) # Range map
                pp = u.MixVec(pap, pbp, r) # Get point's final position
                points.append(pp) # Add point to points list
            points.append(pbp) # Add last point
            spline = c4d.SplineObject(interp+1, c4d.SPLINETYPE_LINEAR) # Initialize spline object
            splines.append(spline) # Add spline to splines list
            splines[i].SetName("Spline"+str(i)) # Set name for spline object
            splines[i].SetAllPoints(points) # Set points to spline
            splines[i].InsertUnder(connect) # Insert spline under connect object
    except: # If something went wrong
        pass # Do nothing
    return connect # Return connect object that contains splines

Updated 16/10/2018
> Added offset option

connect_xpemitters.c4d

Asset, Cinema 4D, Python, X-Particles