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Learn about the Move Particles and Kill nodes, how they work, and how they affect the result of your particle system.
Hi, this is Loice Fontaine, showing you how to use the particle system in Toon Boom Harmony 12. I just showed in the last video how to set up the basic generation for the sprite emitter, that we can see here. And I'll move around to the other nodes and go back to the sprite renderer. Here, I have two nodes in the basic particle system. There's the move particle. If I enable it, move particle is super simple. It's just a node to tell the particle that it can move in the scene, so I just checked position and angle, even if in that scene it's not very useful, but by default, that is what I always keep it that way.
And I add a kill node. Kill node, what it does, it set a time frame for each particle, life span for each particle. So right now, the kill node I set kill older than 13 frames. So if you see, when I have the kill node disabled by pressing "D", that all the particles were stacking and none were disappearing. That way. But if I enable the kill node, here, you see that the particle disappears after 13 frames, which is really useful in order to achieve a more field renderness into the water droplet. I could have also enable it by pressing "1" or "0" here in the trigger. "0" disable, "1" enable. You could also set to kill younger, but this is only useful in some protocol cases so I don't recommend using that for a basic particle system. Just keep it to minus 1. This is it for the other node in the basic particle system. The next video, I'll come back and speak more about the rendering strategy into creating the small droplets of water.