> For the complete documentation index, see [llms.txt](https://themattempire.gitbook.io/documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://themattempire.gitbook.io/documentation/archive/roblox/visual-effects-vfx/particle-emitters/misc.-properties.md).

# Misc. Properties

## EmitterShape

### Shape

Sets the shape of the emitter.

<figure><img src="/files/f1S6RDrDwMizc6scYli2" alt=""><figcaption><p>Shape - Box, Cylinder, Disc, &#x26; Sphere...</p></figcaption></figure>

### ShapeInOut

Defines if the particle goes outwards, inwards, or in and out.

<figure><img src="/files/eaIhbv2BQjTtdVP746YQ" alt=""><figcaption><p>ShapeInOut - Set to 'InAndOut'...</p></figcaption></figure>

### ShapePartial

Influences the type of emission on Cylinder, Disc, and Sphere Shapes. Best use between 0 - 1.

<figure><img src="/files/Dy3dX3hp0Of5LJeXt24l" alt=""><figcaption><p>ShapePartial - Set to Shape : Sphere, ShapePartial - 0.2...</p></figcaption></figure>

Note that each shape has a different approach to the influence. Cylinder allows you to make a Cone shape for example.

<figure><img src="/files/kSHc8dakZV0WLGKF8M18" alt=""><figcaption><p>ShapePartial - Set to Shape : Cylinder, ShapePartial - 0.1...</p></figcaption></figure>

### ShapeStyle

Sets whether the object emits as a volume or just the surface.

<figure><img src="/files/FzCZ6IEMqo0v3mJFUVlW" alt=""><figcaption><p>ShapeStyle - Set to Volume...</p></figcaption></figure>

<figure><img src="/files/6zn4WPF3tJAA6UnZLbEx" alt=""><figcaption><p>ShapeStyle - Set to Surface...</p></figcaption></figure>

## Flipbook

### FlipbookLayout

Defines if the image is a flipbook image using 2x2, 4x4 or 8x8 cells.

<div><figure><img src="/files/DLvCWQlg0lJ0dKWzXFRs" alt=""><figcaption><p>Flipbook Texture...</p></figcaption></figure> <figure><img src="/files/Efb9NrovABrOJNLRM9FM" alt=""><figcaption><p>FlipbookLayout - Set to Grid4x4</p></figcaption></figure></div>

### FlipbookFrameRate&#x20;

Defines how fast the flipbook animates in Frames per Second.

<figure><img src="/files/tWXDkSDaVm8MC55xRdNn" alt=""><figcaption><p>FlipbookFramerate - Set to 0 - 24...</p></figcaption></figure>

### FlipbookMode&#x20;

Determines the type of Flipbook animation.

* 'Loop' repeats the flipbook repeatedly.
* 'OneShot' goes through the flip book once by the end of the life of the particle.
* 'PingPong' goes through the flipbook forward then backward repeatedly.
* 'Random' randomly selects one of the above.

<figure><img src="/files/WVLxcqmvS38lGi7z8Pkb" alt=""><figcaption><p>FlipbookMode - Set to OneShot...</p></figcaption></figure>

### FlipbookStartRandom&#x20;

Defines if the starting frame is random or not.

<figure><img src="/files/YorFR2sjpDnxAZeGsYXp" alt=""><figcaption><p>FlipbookStartRandom - Set to Enabled...</p></figcaption></figure>

## Motion

### Acceleration

Applies acceleration to the particles after they spawn in Studs per second squared to the axis defined. Use negative numbers for the opposite direction.

<figure><img src="/files/UKK3AyWlxkzYv6f66U5f" alt=""><figcaption><p>Acceleration - Set to X: 1, Y:0.1, Z:0...</p></figcaption></figure>

## Particles

### Drag&#x20;

Determines the exponential decay rate.

<figure><img src="/files/2oFyoPCoBQHL2RAp3mPS" alt=""><figcaption><p>Drag - Set to 1...</p></figcaption></figure>

### LockedToPart&#x20;

Defines if the particles are locked to the parent part or not.

<div><figure><img src="/files/2v2RIssguKo5iPMYSHSR" alt=""><figcaption><p>LockedToPart - Disabled.</p></figcaption></figure> <figure><img src="/files/n5QfpO8lvrBEF3Qfw9gF" alt=""><figcaption><p>LockedToPart - Enabled...</p></figcaption></figure></div>

### TimeScale&#x20;

Defines the scale of the speed of the particle from 0 to 1.

<figure><img src="/files/s9HaXXG75AKVRiFeHp25" alt=""><figcaption><p>TimeScale - Set to 1 > 0.5 > 0.1 > 0.</p></figcaption></figure>

### VelocityInheritance

Determines how much of the parents' velocity is applied to the particle.

### WindAffectsDrag

Defines whether or not the particle is affected by the 'Workspace.GlobalWindVector'
