Game Development Reference
Now we need to turn on the Layer Exploder. Before we do that,
I heartily recommend moving the current time to the fi rst frame.
This is because the Layer Exploder will turn the selected Explode
Layer into particle generators. That means that every particle of
this whole layer will generate a new particle in every frame. To
give you an idea of how intense this can get, if your current time
indicator were only 14 frames in, you would have over 91,000 par-
ticles on screen. Once you're at frame 0, open the Layer Exploder
parameters and change the Explode Layer drop down to the
PRECOMP fi zz layers (the fi zzy text).
Here's our solution to the plethora of particles dilemma. Click
the stopwatch for the Radius of New Particles property in the
Layer Exploder area. Then advance to the next frame and take
this value to 0. This will allow us to use all of the particles gener-
ated on the fi rst frame only, and no new particles will be created.
If you preview this animation now, it appears that all of the
particles just sink; like lead bricks. That's not very fi zzy. So, open
up the Gravity area of parameters and change the Direction from
180 degrees (straight down) to 0 degrees (straight up).
The fi zz now moves upwards, but all particles move at the
same speed. That looks way too robotic. In the Affects area in
the Gravity area, we can use a map to control the way gravity is
applied to the particles. In the Gravity>Affects>Selection Map
drop down, select the Gradient in Motion layer. This creates a
much greater fi zzy layer explosion (Fig. 16.51).
Figure 16.51 The fi nal results
with the fi zz gravity being
controlled by our gradient layer.
The ability to have particles repel each other is another great
feature of Particle Playground. In the number 5 comp, Repel
Starfi eld, I've taken the Repel>Force value to
0.5 and the Force
Radius to 10. This causes the particles to repel each other, which