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How to use the exercises

This part of the manual is a set of exercises. Each one solves one problem: make a Part emit, fire a single burst, make a flame fade. Work through them in order, in Studio, with the plugin open.

No exercise explains particle effects in general. The general rules arrive later, on the Debrief pages, after you have carried them out several times with your own hands. By then they are a description of something you already do.

PartWhat it gives you
PurposeThe problem this exercise solves.
Before startingWhat must be true before step 1.
ProcedureThe steps, in a table. Control is where to look, Action is what to do, Result is what you should then see.
What the numbers didWhat each new setting means, with worked figures.
If the result differsSymptom, cause and action for the usual mistakes.
VariationsOther values to try, and what each gives.
LogWhat was new, what you had done before, and what to keep for the next exercise.

Do not go on to the next step until the Result column matches what is on your screen. If it does not match, go to If the result differs.

A control is written the way the plugin labels it, with its place in front. Properties ▸ Motion ▸ Speed is the Speed row, in the Motion section, of the Properties panel.

Three callouts are used, and each has one meaning.

  • Must marks a step the result depends on.
  • Should marks the recommended way where others also work.
  • May marks a step that is optional.

Every exercise ends with a Log. It lists what was new and what you had already done in an earlier exercise. The second list grows as you go. When the same step has appeared in it three or four times, you know that step. That is the purpose of the list.

The exercises say what to do. The Why Dictionary says why the things you meet are there. It covers why your Part turns invisible, what the RenderTemplate inside it is for, and why the Emit button does nothing on a new emitter. An exercise links to an entry the first time it brings the thing up.