Libgdx ParticleEffect resize, scale? - libgdx

I am using particle editor for 3D effect. Created everything was ok, and added to my libgdx game. My probleme is the scale is very big .
How can I change the particles scale at runtime or other?
Searched a lot of here in SO, and I can not find an answer for the MODERN libgdx. I am using the LATEST. So those solutions not work at all...
Any help?
targetMatrix
.idt()
.setToTranslation(astronaut.getPosition())
.setToScaling(0.1f, 0.1f, 0.1f);
effect.setTransform(targetMatrix);
but this is not working
my pfx file:
pastebin.com/yzCDQape

I ended up uses the emitters theta and phivalues highmin and highmax. Thanks

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How can Cocos2dx particle system achieve a burst effect?

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What I would like to see is something like in this video.
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Thanks!
You can download Particle Editor for Cocos2dx and V-play from below link:-
http://games.v-play.net/particleeditor/
also you can show a demo here for various particle effects:-
https://www.youtube.com/watch?v=6wUrf_veEvU

Simple Terrain and Terrain Following Camera Implementation in LibGDX

I apologize if this topic is duplicated, but I not find something simple on other topics.
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Now the problem -
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How to make efficient dynamic mask in starling

I'm trying to make an interactive book for tablets with animations and page flip.
I'm using starling framework.
My idea of page flip is to mask 2 instances of next page with 2 static quads which are moving and rotating (it works great on pc/mac, but slow on tablets).
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Are there any other options?
EDIT:
During my search I've found the idea of shaders (AGAL in ActionScript3), but I'm not familiar with this. Is it possible to simulate masking by the use of GPU shader?
EDIT2:
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But easiest, and still very good, solution is the smart use of ClippedSprites
(Sprites with clipRect since Starling 1.3+)
I've managed to achieve almost static 60 fps on iPad1.
Just needed to remove filters and stop/flatten animations inside Objects!
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