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Adobe AFTER EFFECTS 7.0 - Cannon Controls for Particle Playground (Pro Only); Particle Content and Particle Generators (Pro Only)

Adobe AFTER EFFECTS 7.0
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ADOBE AFTER EFFECTS 7.0
User Guide
502
The Particle Playground effect renders with anti-aliasing when the layer to which it is applied is set to Best quality.
ItalsoappliesmotionblurtomovingparticleswhenboththeMotionBlurswitchandtheEnableMotionBluroption
are enabled. When you use Best quality and motion blur, the layer takes longer to render.
When you use another layer as a source for particles, Particle Playground ignores any property or keyframe changes
you made to that layer within that composition, such as changing the Position values. Instead it uses the layer in its
original state. To keep property or keyframe changes for a layer when you use it as a particle source, precompose the
layer.
Particle content and particle generators (Pro only)
Particle Playground can generate three kinds of particle: dots, footage from a layer, or text characters. You can specify
only one kind of particle per particle generator.
Create particles by using the Cannon, the Grid, the Layer Exploder, and the Particle Exploder. The Grid creates
particles in an organized grid format with straight rows and columns. The exploders create particles randomly, like
firecracker sparks.
Theparticlegeneratorssettheattributesofparticlesatthemomenttheyarecreated.Afterthat,particlebehavioris
influenced by the Gravity, Repel, Wall, Exploder, and Property Mapper controls. For example, if you want particles
to stick to grid intersections, you might use the Static Friction option in the Persistent Property Mapper to hold
particles in place. Otherwise, as soon as particles are created, they begin moving away from their original grid
positions.
Cannon controls for Particle Playground (Pro only)
The Cannon is on by default; to use a different method to create particles, first turn the Cannon off by setting
Particles Per Second to zero. The Cannon creates particles in a continuous stream, as though they were shot out of a
cannon.
Position Specifies the (x,y) coordinates from which particles are created.
Barrel Radius Sets the size of the Cannons barrel radius. Negative values create a circular barrel, and positive values
create a square barrel. For a narrow source such as a ray gun, specify a low value. For a wide source such as a school
of fish, specify a high value.
Particles Per Second Specifies how often particles are created. A value of 0 creates no particles. A high value
increases the density of the particle stream. If you dont want the Cannon to fire continuously during the compo-
sition, set keyframes for this control so that the value is 0 at the times when you dont want to create any particles.
Direction Sets the angle at which particles are fired.
Direction Random Spread Specifies how much each particles direction deviates randomly from the cannon
direction. For example, specifying a 10-degree spread sprays particles in random directions within +/–5 degrees of
the cannon direction. For a highly focused stream such as a ray gun, specify a low value. For a stream that widens
quickly, specify a high value. You can specify up to 360 degrees.
Velocity Specifies the initial speed of particles in pixels per second as they emanate from the Cannon.
Velocity Random Spread Specifies the amount of random velocity of particles. A higher value results in more
variation in the velocity of particles. For example, if you set Velocity to 20 and Velocity Random Spread to 10,
particles leave the Cannon at velocities ranging from 15 to 25 pixels per second.
Color Sets the color of dots or text characters. This control has no effect if you use a layer as the particle source.
Particle Radius Sets the radius of dots, in pixels, or the size of text characters in points. This control has no effect if
you use a layer as the particle source.

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