The Move Particles effect lets you determine whether the particles are stationary (like grass) or moving (like rain), and you can animate this function on and off.
Move Particles Properties
An on/off switch using binary code. 1 = on, 0 = off.
Ages the particles. Note that if you select the Move Position and Move Angle, then the particles will age implicitly. If you do not want the particles to move, but still want them to age, deselect Move Position and Move Angle, and select Age Particles.
The Age Particles parameter also exists in the Baker, however whatever happens in the Baker happens after everything else in the particle system. So, if for example you have a Kill node, it will kill the particles before they age. You probably want to age the particles before you determine whether to kill them. Therefore, if you have a Kill node, make sure to age the particles in your Move node before you kill them. If you age the particles both in the Move and Baker node, then the particles will age twice on that frame instead of once.
Lets you enable movement on the particles. There is also a Move Particlesoption in the Baker. If it's deselected in the Baker and in the Move node, the particles will not move; they will simply generate in place and stay there. If the option is selected on the Baker, the particles will move. But if you need the particles to interact with another Action, say a Sink, then you want the particles to move before they reach the sink. This is why you have a separate Move node, so you can place this Move before (to the right of) the Sink in your particle system composite.
Like the Move Position, this enables the rotation of particles in the particle system.
|Move Particles Follow Each Other||
Allows one particle to follow another particle, through an attraction between the particles. This is particularly useful when you want to create a snake-like effect, where the particles are animating across the screen and following each other.
Lets you adjust the strength of the attraction between particles following each other.