Particle-Playground-3-Next-Manual
Particle-Playground-3-Next-Manual
Particle-Playground-3-Next-Manual
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Position Scale<br />
Set the scale of the Lifetime Positioning curves along a normalized AnimationCurve based on the particle’s lifetime. This will<br />
control how much each X-, Y-, and Z curve will affect the particles positioning.<br />
Time Scale<br />
Set the scale of the particles lifetime along a normalized AnimationCurve. This will control how fast the particles are moving<br />
along the Lifetime Positioning path.<br />
Scale<br />
The overall scale applied to all curves.<br />
Use Source Normal Direction<br />
This determines whether the source’s normal direction should be the base of direction for the Lifetime Positioning axis curves.<br />
What this basically means is that the direction and rotation of the source will have affect on the direction of the particles<br />
movement. When using Transform as Source, this will behave equally as if the particle system was simulated in local space.<br />
Transition Back To Source<br />
Determines if particles should return to their origin. The rate they should return in is specified by a normalized AnimationCurve.<br />
Axis Constraints<br />
The world axes to constrain forces for a particle. When working with 2D environments you will most likely want to enable constraints<br />
for the Z-axis to hinder particles wandering off into the third dimension.<br />
Max Velocity<br />
The maximum velocity magnitude allowed for a particle.<br />
Calculate Delta Movement<br />
A <strong>Playground</strong> <strong>Particle</strong> system can calculate birth velocity from each Source point’s delta movement. What this practically does is to give<br />
the particle an extra knock in the direction of the Source position’s movement. Use Delta Movement Strength (Constant or Random Between<br />
Two Values) to set the velocity scale that should apply.<br />
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