The Particle Switch operator gives you control over which particles will be affected by the particle bind solver.
If a particle has bindings attached to it, but you don’t want that particle to be affected by the bind solver (for example, you want that particle to stay attached to a static object), you should always be sure to de-activate that particle with a Particle Switch operator. When you de-activate a particle, the particle bind solver will treat it as though it has infinite mass, which will allow attached bindings to react to it properly. If you do not de-activate particles properly, your bindings may experience undesirable stretching artifacts.
Activate bindings: activates particle bindings, causing the bind solver to treat them normally.
De-activate bindings: de-activates particle bindings, causing the bind solver to treat them as though they have infinite mass.
Put particles to sleep: forces particles to sleep at the current frame.
Activate wobble: activates the wobble solver for relevant particles.
De-activate wobble: de-activates the wobble solver for affected particles.
Switch on bind overstretch: causes particles to activate only if attached bindings stretch past a certain point.
Stretch %: the threshold stretch percentage that will cause attached particles to activate.
Any: activates particles if any of their bindings stretch past the stretch threshold.
All: only activates particles if all of their bindings stretch past the stretch threshold.