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Specifies whether the producer point and all of its associated keyframes remain relative to the universe (selected) or to the screen (unselected) when you zoom in or out on it. For example, if you set a position for Producer Point in the upper-left corner of the layer and then zoom out on that layer, the producer point stays in the upper-left corner of the screen if you don’t select Zoom Producer Point. If you select Zoom Producer Point, the point moves with the universe as it is zoomed out, and the point ends up closer to the center of the screen. Specifies the rate at which bubbles decelerate after being released from the producer point, and controls the speed of the flow of the bubbles. When a grid particle is created, it is centered over its grid intersection, regardless of whether it is a dot, a layer, or a text character. If you’re using text characters as particles, the Use Grid option in the Edit Grid Text dialog box is on by default, placing each character on its own grid intersection, so normal character spacing, word spacing, and kerning do not apply. If you want text characters to appear at the grid position with normal spacing, use a text alignment other than the Use Grid option. By default, this creates a continuous shower of particles for the duration of the composition. 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. 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. To control the color for the lifespan of particles, create a layer map and use one of the Property Mappers to alter the color channels of the particles. The following list covers common particle behavior and how you can influence it. At particle creation, the Cannon includes particle direction the Layer Exploder and Particle Exploder send new particles in all directions and Grid particles have no initial direction. After particle creation, direction can be influenced by the Direction control in the Gravity control group or by specifying a Boundary (mask) in the Wall control group. You can also influence the direction of individual particles by using a layer map to set values for the Gradient Force, X Speed, and Y Speed properties in the Property Mappers. At particle creation, the Cannon and Grid set no rotation the Particle Exploder takes rotation from the exploded dot, layer, or character.
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