Par·ti·cle - noun: 1. A very small piece or part; a tiny portion or speck.
2. A very small or the smallest possible amount, trace, or degree.
3. (physics) A body whose spatial extent and internal motion and structure, if any, are irrelevant in a specific problem.
The 3rd defenition is the one that
pertains here. A particle is an object that has mass, position,
and velocity, and responds to forces, but has no spatial
extent. In other words, particles are as small as specks of
dust floating in the air, and are also affected by such forces
as gravity, inertia, and other physical forces. This makes
a particle system an excellent way to simulate the movement
of fluid systems such as air, water, and fire, as well as
any type of randomized movement of a group of objects. In
the picture to the left, the particles are displayed as little
plus signs (called "ticks") to make it easy to see
their motion. The ticks are drawn with a hairline stroke in
Flash, so that they are small but visible no matter how far
you zoom in or out. You can also view them as dots, triangles,
squares, spheres, or any external swf or jpeg. Being objects
with no actual spatial extent means that we can load any piece
of artwork into the particle system, and every particle will
be created as a copy of that artwork.
Now for the real power pf particles.
What makes
particles
useful for achieving
elemental
effects is by placing instanced objects on each particle. So, for example, if you have a short animated movie clip of a bird flapping it's wings, you can have each particle be a copy of that animation, so the end result looks like a flock of birds, all flapping their wings. By using some basic graphic design techniques, you can build artwork to be copied as particles that, when semi-opaque and overlaying one another, give the effect of clouds, smoke, fire, and other elemental effects. The fire pot to the right is an example of how a single small png with alpha transparency can be used to create realistic-looking fire effects. This is also one of the presets described in the Tutorials section.
With the ElementalFX particle system
I had to make a few compromises to ensure that the math
required to calculate the position and properties of each
particle doesn't cause your Flash movie to run slowly. So
this is not an honest-to-goodness true physics 3D particle
system. To see an example of a true physics 3D particle system
at work, watch the movie Armageddon. Not only did those two
space shuttles not exist (they were computer generated and
added to the footage of the lauch pad digitally), but the
booster rockets and the smoke trail coming out of the back
of them did not exist either. Those exhaust trails were created
with one or more particle systems (using Discreet Combustion
and Animatek Afterburn), and the end result was an absolutely
realistic exhaust trail behind the rockets. Now, you must
understand that the particle system used to produce the exhaust
trails in Armageddon are pretty much the top of the line software
running on the top of the line hardware, and it still took
several weeks to calculate all of the particle positions.
So, doing something like that in real time in Flash is just
out of the question. On a smaller scale, however, particles
can still be very useful for achieving the same kinds of effects,
you just have to take into account the processor speed and
amount of ram that the average user has, and the performance
capabilities of Flash. With ElementalFX I have developed a
small-scale particle system capable of using any external
swf or jpeg as a particle.
The end result, as you can see, is
a stunningly realistic elemental effect. Particle systems
can be confusing and complicated, but in the end, the
results are worth it. ElementalFX can even be used in layered
effects. By placing two or more particle systems on top of
one another, you can create endless amazing effects with almost
no addition to your file size. While the 1.0 component does
add about 70k to your file size when you initially drop it
on the stage, it doesn't add any more to the file regardless
of how many different particle systems you use in your movie,
and with the new version for Flash MX 2004, the footprint
is under 10k. Additionally, the new version also supports
particle coloring (for vectored particle artwork) and particle
tinting (for rastered particle artwork), both of which can
be animated over time (as seen in the spray sample near the
top-left of this page).