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









