5

Table Of Contents
For an example of a keyframed emitter object in a particle system, see Example 2: Creating
Animated Pixie Dust. For more information on keyframing parameters in the Keyframe
Editor, see Keyframes and Curves.
Applying Behaviors to Emitters
Applying behaviors to emitters is a quick and easy way to move emitters in your project.
Attaching the Motion Path and Snap Alignment to Motion behaviors to an emitter affects
the position of the source of all new generated particles. Throw and Spin affect the position
and rotation, respectively, of the emitted particles, unless Affect Subobjects is deselected.
With all Basic Motion behaviors, after individual particles emerge, they’re unaffected by
changes to the position of the emitter. This means that moving the emitter around the
screen using behaviors results in the creation of a trail of particles that behave according
to their particle cell parameters.
Note: You can override this effect by increasing a cell’s Attach to Emitter parameter value
(in the Cell Controls group of the Emitter Inspector).
To apply a behavior to an emitter
µ
Drag a behavior from the Library onto an emitter in the Canvas, Layers list, or Timeline.
The behavior is applied to the emitter, which begins to move according to the parameters
of the behavior.
Note: Not all behaviors instantly activate an object when applied. For example, when a
Throw behavior is applied to an object, the Throw Velocity parameter must be adjusted
before the object moves.
Applying Behaviors to Cells
Simulation behaviors applied to cells are in turn applied to each particle generated from
that cell. This can result in some extremely complex animations as dozens of particles
move according to the behaviors you’ve defined. Behaviors applied to cells have no effect
on the position of the emitter. Parameter behaviors on a cell only affect particles when
they are created.
To apply a behavior to a cell
µ
Drag a behavior from the Library to a cell in the Layers list or Timeline.
The behavior is applied to the cell, and all particles generated from that cell begin to
move according to the parameters of the behavior.
Tip: If you do not see your expected result when applying behaviors to particle cells, try
selecting or deselecting the Affect Subobjects checkbox (in the Behaviors Inspector) or
selecting a different option from the Affect pop-up menu in the HUD or Behaviors
Inspector. These parameters determine whether the entire object (such as the particle
emitter) or its components (such as the particle cells) are affected by the behavior and
how an object interacts with surrounding objects, respectively.
717Chapter 14 Working with Particles