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Starts playing the layer at a frame based on the Time Offset To make each bird start flapping its wingsįrom a different frame in the layer, use Relative Random. While this may be realistic for a marching band, it is not realisticįor a flock of birds. Of 0, the flapping wings for all the instances of the bird are synchronized. Specifies how you want to use the frames of a multiframe layer.įor example, if you are using a layer of a bird flapping its wingsĪnd you choose Relative for Time Offset Type with a Time Offset When you explode particles, the new particles inherit the position, velocity, opacity, scale, and rotation of the original particles.Īfter layers or particles explode, Gravity, Repel, Wall, and Property Mapper controls influence the movement of particles. To change the position of the exploding layer, precompose the layer with its new position (use the Move All Attributes Into The New Composition option), and then use the precomposed layer as the exploding layer.
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The Layer Exploder does not create particles where the source of the layer is transparent. If the source of the layer is a nested composition, you can set different Opacity values or In and Out points for the layers within the nested composition to make the exploding layer transparent at different points in time. If you want to start or stop a layer explosion, animate the Radius of New Particles control by using keyframes so that its value is zero at times when you don’t want particles to be created. By default, this creates a continuous shower of particles for the duration of the composition. The cards in the black area initially appear at the left,Īnd the cards in the white area initially appear at the right.Ī layer is exploded once for each frame. Source for X Position, and set X Position Multiplier to 5, and animate Right, and the other half to come in from the left, create a gradient If you want half of the cards in a layer to come in from the The cards in the bottom row rotate almost 90° forward, and cards Is set to 90, the cards in the top row rotate almost 90° backward, Pure white equals 1, pure black equals –1, and 50% gray equals 0.Ĭard Dance then multiplies that value by the X Rotation Multiplier It assigns a numeric value to the center pixel of eachĬard on the gradient layer, based on the intensity of the pixel. The intensity of the gradient to animate the x-axis rotation of Select Intensity 1 from the X Rotation Source menu. On top, white on bottom) from the Gradient Layer 1 menu, and then The perspective of the effect in any scene by corner-pinning.įor example, select a vertical grayscale gradient layer (black To set the view, use the rotation or perspective controls, or match
#PARTICLE PLAYGROUND VALUES REVERT DRIVER#
#PARTICLE PLAYGROUND VALUES REVERT PRO#
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