Add Particle

This page helps you add particles to your slide.

Fields with * are required.

#i001
Back:
Going back to the previous page.

#i002
Count *:
Number of parts (pieces) that the particle contains.

#i003
Base name *:
ID type string with lowercase letters, numbers, and underscores, starting with letters.

#i004
Shape:
There are four preset shapes that you can choose from. But, there is the custom option that takes you to another level of particle development in Antares. This option is explained further.

#i005
Radius:
This field expects a value that creates the size of the sphere preset.

#i006
Amount:
Amount of particle pieces at every layer, when the cube preset is active.

#i007
Random size:
This field controls the average distance between particle pieces in random preset.

#i008
Separation:
This field takes a value that decides the size of separation between particle pieces.

#i009
Amount X:
The number of particle pieces you want to show in the horizontal row.

#i010
Amount Z:
The number of columns of the particle pieces in direction Z.

#i011
Custom Positions:
This field is covered by AKS too. But keyframes take more values here and it gives you the ability to change the style, class, and name of each particle piece individually as well as setting up details about the position and rotation of the piece at each keyframe.

#i012
Style:
The CSS compatible field that you can use to apply custom style to all particle pieces at once.

#i013
Type *:
If you are using texture images for your preset particle, then type “img” in this field. Otherwise, “div” is the option you need to pick.

#i014
Texture:
Path to an image file that you want to style as the background images of all particle pieces.

#i015
Class:
CSS class can be applied to particle pieces with this field.

#i016
Center *:
The particle base can move and this movement is managed by the Antares Keyframe System (AKS).

#i017
Look at camera:
If this option is checked, particles pieces look at the camera all the time and this easily creates the illusion of seeing the particle from different angles that results in 3D visualization of the particle.

#i018
Auto-rotation:
If this option is checked, you can expect the particle to rotate around itself automatically. Of course, we need to apply the speed value to this function for one or more of the three directions (X, Y, and Z).

#i019
No underground:
If this option is in check, avoids the particle pieces to go under the height zero.

#i020
Auto Rotation X *:
Defines the speed of the particle base, around direction X. Integer or decimal is expected. This value will be divided by Math.PI.

#i021
Auto Rotation Y *:
Speed of rotation of the particle base, around direction Y. Integer or decimal is expected. This value will be divided by Math.PI.

#i022
Auto Rotation Z *:
Speed of rotation of the particle base, around direction Z. Integer or decimal is expected. This value will get divided by Math.PI.

#i023
Transition Map:
If you need to transform the particle from a preset shape to another, this field provides you a nested form to do that. You can choose the new preset shape and the timing and easing of the transformation.

#i024
Custom Rotations *:
Each piece of the particle is attached to the particle base element. The keyframe system creates the rotations that are needed to get applied to this base element. On the other hand, if you make rotation keyframes for the particle here, the basement of the particle will rotate. As expected, the rotation of all particle pieces will be affected.

#i025
Status:
Dictates whether the particle will or won’t show up at the frontend.

#i026
Save button:
This button saves the data as a new particle to the database.