A Loop object can be used to create ping-pong style animation effects.
They can also be used to loop actions on particle neighbors.
There are two options: Time Cycle and For Each.
Each Loop option has its own settings, which are explained within their own sections below.
This option loops the animation of particle data over time.
As the loop starts, the particle’s data is stored.
On each loop, the chosen particle data type is restored back to its start value.
This creates a ping-pong animation effect.
There is no Loop object active in this simulation. The particles are born and fire away from the emitter. They scale up over time due to the Add to Radius action.
The same scene, but this time with a Time Cycle loop active. The Position and Radius of the particles is set to loop from frame 0 (zero) to frame 60 and the loop Count is set to 3. The result is the particle animation loops 3 times before it continues as normal.
The scene-time at which the loop should begin.
How long the loop should last.