Add Particle

This page helps you add particles to your slide.

Fields with * are required.

Going back to the previous page.

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

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

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.

This field expects a value that creates the size of the sphere preset.

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

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

This field takes a value that decides the size of separation between particle pieces.

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

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

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.

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

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.

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

CSS class can be applied to particle pieces with this field.

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

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.

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).

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

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.

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.

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.

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.

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.

Dictates whether the particle will or won’t show up at the frontend.

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