![]() I know it doesn’t look like much yet, but hang in there! We are now done with the Emitter property. We want to spread our Emitter out a bit, so input 215, 500, and 230 for X, Y, and Z respectively. I don’t want our particles to have any velocity, so zero out Velocity, Velocity Random, Velocity Distribution, and Velocity from Motion. Pull the Emitter Position over to the left side of your screen. Your emitter will generate 25,000 particles per second for 4 seconds, and then stop.Ĭhange the Emitter Type to a Sphere, because we want to be able to adjust the size of the emitter, and you can’t do that with a point. Go forward one frame, and set a keyframe for zero. ![]() Go down to 4 seconds in your composition, or wherever you would like the blast to dissipate. Open up the Emitter property, and enter 25,000. If you don’t have this plugin, you can go to Effect, Simulation, Particle Playground or CC Particle World. Apply Trapcode Particular by going to Effect, Trapcode, Particular. ![]() Create a new black solid, and call it Source, as this will be the main source of the beam. I’m making mine 5 seconds, but this can be as long or as short as you wish. Starting from scratch, we will make the source of the beam, then some little extra bits to make it look more alive and organic, then the beam itself, and finally some…I’m not sure what to call this layer except it’s a kind of energy that flows from the source point throughout the entire blast. We are going to achieve this with four solids, one adjustment layer, and a whole lot of effects. Finally, since this tutorial is on the long side, I have included a table of contents here and in the description. I will mention other effects that you can use as substitutions, but I won’t be going into detail about them. I don’t want to waste much of your time, but before I dive in, I want to make sure everyone knows that I use the plugins Trapcode Particular and Trapcode Shine. Particle systems can be confusing and difficult to understand, but once you complete this tutorial, you'll be well on your way to mastery of the Secrets of Particle Playground.Welcome to the Kamehameha tutorial 2.0 in HD! Forget that 240p piece of garbage I made 6 years ago. From there, Richard walks you step-by-step through creating the Matrix Code Effect, as featured in the popular Matrix films, and how to customize it for your own title sequences. You'll also learn how to use image sequences to create run cycles and animated particles. You'll learn cool techniques you can use in your productions, like the ever-popular revealing of a logo from a string of randomized letters, bouncing animated text off a wall with real physics properties, and blowing up selected letters in a line of moving text. Richard dives in at the deep end to show you how to create unique particle effects like snow and fountains, before taking you into Particle Playground's incredible particle text effects. Our Particle Playground expert Richard Lainhart fills you in on the basics of how particle systems work, and how they differ from After Effects' standard keyframing techniques. Yet Particle Playground is a wonderful environment for all kinds of effects (particularly text effects) that are difficult or impossible to achieve with other tools. The Adobe After Effects Particle Playground plugin is a powerful environment for particle systems & other eye-catching special effects, but few After Effects users even know it's there! And what's more, many of those who do find its interface mysterious and intimidating.
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