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Qwinkle's Particles 2
forged in the ember-light — your imagination, made to burn

Qwinkle's Particles 2

The manual for the particle craft. Build one particle the ordinary way, transform it, and the plugin makes the effect. Twenty exercises teach it by doing, and every row of every panel is described for looking up.

The Craft

Every effect is made the same way. Build one particle as an ordinary Roblox instance. Transform it. Say when particles are made, where they go and what they look like as they age. Fire it, look, and adjust. The exercises take you through this once, then again with one thing changed, until the procedure is yours.

Build

Make one Part look the way a single particle should look: its size, shape, material and colour. A Beam, a Trail, a light, a sound or a screen effect can be used in the same way. Nothing about the plugin is needed for this step.

Transform

Select it and press Transform. It becomes an emitter and keeps the look it was given. A panel of rows opens beside the viewport. Every setting of the effect is one of those rows. Ctrl+Z undoes the Transform.

Set and fire

Enter a speed. Draw a fade. Press Emit for a single burst, or switch on Enabled for a stream. The effect plays in the viewport while you work, and each change shows on the next particles made.

The Particiliary

Eighteen kinds of emitter. Thirteen are made by transforming an ordinary Roblox instance. Five more are made from a Part with Transform as. Each has its own page.

In the world

Emitters made from things that stand in the 3D scene.

On the screen

Emitters that act on the picture the player sees.

Transform as

Five emitters made from an ordinary Part, which becomes the marker for where the effect comes from.

Forged Systems

What the plugin gives you to work with. Each has an exercise that introduces it and a page that describes it in full.

Learn by doing

The Exercises

Twenty exercises, each solving one problem: sparks that fall, a flame that fades, a bolt that strikes, an explosion fired from a key press. Each ends with a log of what was new and what you had done before.

Change over a life

Graph Editor

Draw how any value changes as a particle ages. Keypoints, a random spread so no two particles match, smooth bends, twenty presets, copy and paste, and code for scripts.

Many, or one

Two modes

Emit mode makes many short-lived particles. Animate mode plays the same graphs on one object that stays in place, once or in a loop.

Follow an object

Link

Make an effect appear at another object and travel with it. Five modes decide how closely, and six switches decide which movements are passed on.

Pictures and effects

Inventory

A library of textures, flipbooks and ready effects, and a second library of your own. Insert puts a flipbook on the selected emitter. Dissect cuts a spritesheet into frames.

One effect fires another

Events

Fire another emitter, or run a script, when a particle is made, hits a surface, ends or is removed. Particles can bounce, stop or vanish where they hit.

A whole effect at once

Size and Time

Make a finished effect larger, smaller, faster or slower in one move, with every layer keeping its place.

Hue, Randomize, Clipboard, Shifter

Variations

Turn every colour of an effect at once. Roll new values for chosen rows. Copy rows from one emitter to many. Raise or lower a row across a whole selection.

In the running game

Scripting

One call fires an effect as the Emit button does. Another plays it at a place the script gives, with its own count and its own handle to stop it.

Hidden Depths

Scholar's notes — advanced topics few users encounter at first.