Particle systems like Trapcode Particular use the comp center as the center of the particle world. When you extract a camera from c4d then you're setting up a new world center so it's anybody's guess where the comp world center is now. The proper workflow is to export your AE camera and a reference solid or null at comp center to C4D then animate that camera and adjust your objects in the scene in relation to the comp center. This is going to take some planning because the relationship of the particle system center to the camera and the objects in your scene is not linear. You have to experiment. I haven't tried it but you could try extracting lights from the C4D file and use those lights as emitter sources for Particular.
Particle world is going to be way more difficult.
Agree with Rick. You probably simply need to straighten out your messy coordinates. As a workaround you may be able to animate Particular's World transform in the opposite direction of your camera move, but it may still look odd.
Hey guys, thanks for chiming in.
One of the first things I did was to straighted out the coordinates of the particle system. And unless I don't understand how they work relative to the camera - which hasn't been my experience in the past - I would have expected them to move appropriately as the camera is moved through the scene.
I also had tried to set this up in a new comp to eliminate the C4D camera data, so that's not really an issue anymore.
@Mylenium, yea, I even tried keyframing the opposite camera move by linking the Z-property to the camera's and multiplying it by -1. Lol, unfortuantely that didn't work quite right.
However, some folks in another forum suggested that the Particle World transform is outdated (as an older plugin) and there are some expressions you can uses on a parented null that may help get everything aligned. Worth further investigation.