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IceMaan

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A member registered May 28, 2021 · View creator page →

Creator of

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That turned out really well. I've uploaded some guides for Paths and the capture function.

What paths do is something similar to capture, but the difference is that you don't need to create the trajectory with frames, it's enough to draw it in a single frame as a line.

The line must be pixel-perfect, 1px thick, it has problems if the lines overlap.

You draw the path:


You just select the layer where you have the drawing and that's it:


What "capture" does is move the emitter or the attractor based on the central position of the pixels in a specific layer on each frame.

The idea is to draw on a separate layer a guide pixel that moves across several frames like this:

Once you have the trajectory you want you simply hit capture and select the layer where you have your trajectory it works with the emitters and the attractors:

Remember to activate global position
You might need to modify the number of frames manually to adjust the duration.

Being able to save slider values per keyframes is something I was thinking about adding in this version but in the end I've postponed it for a later version. Regarding the slider limits, I'll keep it in mind to add options that let you go beyond the limits but I have to think about it carefully since some values if they're too high are too demanding.

(1 edit)

Full Feature List

Core

  • Multi-emitter compositions 
  • Spawn types: point, line, circle, ring, cone, box, layer
  • Emission modes: continuous, burst
  • Rate/s and exact rate/frame
  • Clean loop, deterministic seamless period
  • Direction modes: random, outward, inward, fixed, alongBorder
  • Speed / life / spin / drag / gravity / wind / orbit / turbulence
  • Speed variance + speed easing over lifetime
  • Particle orientation: none, attractor, velocity
  • Global position
  • Layer anchors and appearance masks
  • Path follow from 1px stroke: forward / back / pingpong / loop + ease + smooth + speed
  • Collisions: composition bounds bounce, particle–particle bounce
  • Death particle bursts
  • Flicker and outline
  • Seeded deterministic simulation
  • Composition size 8–256px
  • Timeline: FPS, delay frames, anim ease
  • Perspective tilt X/Y

Shapes, color, trails

  • Built-in shapes: pixel, circle, square, triangle, polygon
  • Custom stamps from selection
  • Size over lifetime + anisotropic scale X/Y and variance
  • 2–3 color lifetime gradients + alpha + color ease
  • Keep palette, Bayer dither, alpha dither
  • Blend modes: normal, add, screen, multiply, subtract, lighten, darken
  • Trails: pixel / stamp / ribbon · length · fade · fill · min distance · follow rot/size · trail colors + ease

Attractors

  • Multiple attractors per composition
  • Layer-anchor capture and drag in preview
  • Per-emitter Ignore Attractors

Merge and lighting

  • Additive or SDF Blend
  • Influence, threshold, bands, band/soft color modes
  • Lighting scope: emitter or composition
  • Light angle, strength, ambient, specular/shininess
  • Particle shadow and ambient occlusion

Post-process shaders

  • Heat
  • Waves
  • Shockwave
  • Chromatic
  • Bloom 
  • Region Soft
  • Glitch 

Easing curves

Used on size, color, trail, speed, path, and composition anim ease:

  • linear
  • in/out/in-out quad, cubic, sine
  • out-back, out-bounce, out-elastic

Presets

  • Save / load / export / import .ffxp
  • Open presets folder, refresh, overwrite confirm

yep

Yes, you've made a donation. Just let me know how to reach you and I'll send it over.

If you find errors or bugs, write them here.

Write here whatever comes to mind to add to the extension, new ideas or original features so we can create more things.

Thanks, on Linux it should work without problems, you can try the lite version and let me know.

Yeah, right now only works on Windows. Proton gets further, but there’s a frame conversion error probably. I’m planning to do a proper Linux port, just need a bit of time.

Hi, could you tell me what settings you're using? I'd recommend unchecking "quantize palette" if you have more colors in the palette than are actually being used in the animation. Also, if there are fewer than 30 pixels total, it will give you slightly worse results.