anchor.diff:  
   |===
   
  -Build up you effect by specifying one parameter after the other. If you change several parameters at the same time, it's difficult to tell which of the values caused which outcome.
  +Build up your effect by specifying one parameter after the other. If you change several parameters at the same time, it's difficult to tell which of the values caused which outcome.
   
   
   == Create an Effect Material
  
positive.code: <a| lifetime
  a| `setLowLife()`, `setHighLife()`
  a| 3f, 7f
  a| The time period before a particle fades is set to a random value between minimum and maximum; minimum must be smaller than maximum. A minimum &lt; 1f makes the effect more busy, a higher minimum looks more steady. Use a maximum &lt; 1f for short bursts, and higher maxima for long lasting swarms or smoke. Set maximum and minimum to similar values to create an evenly spaced effect (e.g. fountain), set the to very different values to create a distorted effect (e.g. fire with individual long flames).
  
  <a| spinning
  a| `setRotateSpeed()`
  a| 0f
  a| 0 = Flying particles don't spin while flying (e.g. smoke, insects, controlled projectiles). +
  &gt; 0 = How fast particle spins while flying (e.g. debris, shuriken, missiles out of control).
  
  <a| rotation
  a| `setRandomAngle()`
  
negative.code:     fire.setImagesX(2); fire.setImagesY(2); // 2x2 texture animation
      fire.setEndColor(  new ColorRGBA(1f, 0f, 0f, 1f));   // red
      fire.setStartColor(new ColorRGBA(1f, 1f, 0f, 0.5f)); // yellow
      fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0,2,0));
      fire.setStartSize(1.5f);
      fire.setEndSize(0.1f);
      fire.setGravity(0,0,0);
  