How can I decelerate the particles in an emitter independent of the 'birth' speed
As I understand it, the 'speed' setting of the emitter determines the speed of each fresh particle that is birthed...but doesn't regulate the unified speed of all particles at once.
If there is an emitter that produced 1 particle per 30 frames, and the speed was set to reduce by 10 every second..
a particle that was birthed at 50... ..would continue moving at 50 when the next particle is birthed at 40...and that would continue moving at 40 ...while the particle that comes next will move at 30...and so on...so there would be 1 particle going at 50...one at 40..and one at 30...moving across the project....
So due to this..'ramping' and/or keying the speed to decrease in a 360 emitter produces 'rings' ....and in a line..it produced waves of lines...each one moving slower than the one that came before it..
I want to know how to decelerate the actual particles that have been birthed. Just like you would do with an object that has a 'motion path' or 'move' behavior that is set to decelerate.
There are 3 emitters I am trying to do
1 is similar to a fireworks blossom...with a 360 emitter that decelerates
1 is similar to a stream of water coming from a hose...that has a trajectory
1 is similar to a tennis ball launcher..
I have tried the 'gravity' 'wind' and 'attracted to' behaviours...and I get the feeling that I am on the right track...but nothing has been exact enough so far.
Also I have played with 'ramp' for literally hours....but I am convinced it cannot do much other create awesome looking rings...
I want to know if there is a definitive way to achieve this, or should I keep putting in the time with the 'wind' and other simulators?
Or do I just not understand the 'speed' parameter of an emitter as much as I think I do?
iMac (Retina 5K, 27-inch, Late 2015), macOS Sierra (10.12), 8gig ram, amd R9 M390, core 1%