This flash image particle maker will display the code for you to paste in your flash file to re-create any image particle effect you make with it.
The first thing to do is click "IMPORT IMAGE", and upload an image copy of the Display Object you plan to use the image particle effect on.
You can export the Display Object ( ie, MovieClip ) from Flash that you plan to add the image particle effect to by selecting FILE > EXPORT > EXPORT IMAGE... and exporting your Display Object as either a .png or .jpg.
After the image copy has been loaded into the image particle effect maker Select either "BLOW PARTICLE" or "DROP PARTICLE" in the top left of the image particle maker and then "START PARTICLE" in the top right.
The top right of the particle maker contains the "PAUSE" and "START" particle buttons, the start particle is to be clicked after making any changes to any options along the bottom of the particle maker. The pause particle is used if your particle becomes unstable, or if you want to observe your particles without motion, for a more detailed inspection of your filters.
On the left side is a toolbar, the top tool allows you to change the background color of the particle maker, so you can have it resemble a color closer to the background color the particles will be viewed on.
Next is a target symbol, toggling this locks the emiiter to the center of the screen and prevents it from rotating while moving the mouse.
Below that is the 3D rotate tool which allows you to roate the particle system by moving your mouse. ( only while the particle effect is running )
Below that is the toggle fullscreen button. ( only works on certain setups )
Finally is the help button which brings you here.
You can "click-n-drag" your imported image copy while the emitter is not running.
Along the bottom of the particle maker are your controls.
YOU MUST HIT ENTER IF YOU CHANGE ANY COMBO BOX VALUES BY TYPING, YOU DO NOT NEED TO IF USING THE ARROW BUTTONS
Width count - The number of segments to cut the image into horizontally.
Height count - The number of segments to cut the image into vertically.
Distance X - The maximum distance your particles will travel along their x axis. Not all particles will travel the enitre distance, in order to create randomness.
Distance Y - The maximum distance your particles will travel along their y axis. Not all particles will travel the enitre distance, in order to create randomness.
Distance Z - The maximum distance your particles will travel along their z axis. Not all particles will travel the enitre distance, in order to create randomness. ( hint - set this to 0 for a 2D only particle system )
Min speed - The minimum amount added to your particles x, y, z axis per iteration.
Max speed - The maximum amount added to your particles x, y, z axis per iteration.
Target X - Causes all particles to aim for this value in relation to their initial starting position along the x axis. Leaving this set to 0 causes particles to pick a random value to aim for. ( only available to the blow particle )
Target Y - Causes all particles to aim for this value in relation to their initial starting position along the y axis. Leaving this set to 0 causes particles to pick a random value to aim for. ( only available to the blow particle )
Min Alpha - The minimum alpha of your particles.
Max Alpha - The maximum alpha of your particles.
Distance - The distance each particle will travel before starting to fade in.
Speed - The amount added to each particles alpha value each iteration.
Min alpha - The minimum alpha value for your particles to end at.
Max alpha - The maximum alpha value for your particles to end at.
Distance - The distance the particle has left to travel before starting to fade out. (hint - try a value of 10 to start)
Speed - The amount subtracted from each particles alpha value each iteration.
Speed - The amount you want to multiply your particles speed by each iteration. ( hint - try lowering your PROPERTIES Min and Max speed and using a higher ACCELERATION value to get a different effect )
Min size - The minimum amount added to your particles size each iteration.
Max size - The maximum amount added to your particles size each iteration.
Direction - The axis to apply the DRIFT to.
Min Drift - The minimum amount added to each particles axis based on the chosen direction. ( hint - you can use negative values )
Max Drift - The maximum amount added to each particles axis based on the chosen direction. ( hint - you can use negative values )
(hint - be sure and have your Distance X, Y, or Z under PROPERTIES set high enough to allow your particles to drift along the chosen drift axis )
Direction - The axis to apply the ROTATION to.
Min rotate - The minimum amount added to your particles rotation value each iteration. ( hint - you can use negative values )
Max rotate - The minimum amount added to your particles rotation value each iteration. ( hint - you can use negative values )
Wrapper filters - Filters you have applied to the container holding all of the particles.
Particle filters - Filters you have applied to individual particles.
Particle count - The amount of particles to be effected by your Particle filters.
COMBINE PARTICLE FITLERS - Tells the emitter wether or not a particle should receive all filters from the Particle filters, or if it should randomly pick one for each particle.
DELETE - Deletes the selected filter.
EDIT - Sets all field values to the selected filters values. After making changes to these fields un-check the EDIT box to apply your changes to the selected filter. ( hint - to duplicate a filter hit the EDIT button to set all the filter values, then un-check it. Now you can make a new filter starting with those values )
Tweens - The tweens you have added to your particles.
Loop - Wether or not the Tweens stack should repeat.
Object - The container is the Object holding the particles, tweening this simply moves the entire particle system around.
Delay - The amount of time to wait before initializing the tween. ( hint - use this to create animation sequences )
USING A CREATED IMAGE PARTICLE SYSTEM IN YOUR FLASH PROJECT
In the top left corner of the particle maker is 3 lines, click them to open the CODE VIEW panel.
Since it is your first time using the image particle maker you need to download and unzip the "supporting class files" to your flash folder, the link is to the right of the words "CODE VIEW", once this is downloaded and unzipped you should have a "_as" folder sitting next to the .fla you plan to use the particle system in.
You never need to re-download this again, unless you lose it. You can use this same _as class package for all future image particles you create, simply copy it next to your .fla
Now, inside your flash file go inside your Display Object ( ie, MovieClip ) you wish to use the image particle effect on, and copy the code from the image particle maker CODE VIEW panel, into the actions panel of this Display Object, place the Display Object on the stage and publish your file, you now have your image particle system running natively in your project.