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Apple Motion 4 User Manual

Page 401

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Particles behaviors are specifically designed to be applied to a particle emitter or cells

within particle systems. These behaviors affect how individual particles are animated
over the duration of their life. For more information, see

Using Particles Behaviors

.

Replicator behaviors are specifically designed to be applied to a replicator or cells within

the replicator. These behaviors affect how the replicator cell parameters are animated
over their pattern. For example, you can create an animation that travels over the
replicator pattern in which each cell goes from 0 percent opacity to 100 percent. For
more information, see

Using the Sequence Replicator Behavior

.

Retiming behaviors are applied directly to footage and cloned layers (or groups) in order

to create hold frames, reverse the footage, change the speed of the footage, create
strobe frames or stutter, or scrub the footage. These behaviors are applied to the footage
objects in the Layers tab, not in the Media tab. For more information, see

Retiming

Behaviors

.

Shape behaviors are specifically designed to be applied to a shape or mask. Shape

behaviors affect the individual vertices of a shape or mask. For example, applying the
Randomize behavior randomly animates the control points (or tangents, or both) on
the shape. For more information, see

Shape Behaviors

.

Simulation behaviors perform one of two tasks. Some Simulation behaviors, such as

Gravity, animate the parameters of an object in a way that simulates a real-world
phenomenon. Other Simulation behaviors, such as Attractor and Repel, affect the
parameters of one or more objects surrounding the object to which they’re applied.
These behaviors allow you to create some very sophisticated interactions among
multiple objects in your project with a minimum of adjustments. As with the Basic
Motion behaviors, Simulation behaviors also affect specific object parameters. Examples
include Attractor, Gravity, and Repel. Simulation behaviors can be applied to cameras
and lights. For more information, see

Simulation Behaviors

.

Text behaviors animate text parameters to create various animated effects. Examples

include Scroll Up, which causes text to move vertically for scrolling titles or credits, and
Type On, which reveals text letter by letter. For more information, see

Text Animation

and Text Sequence Behaviors

and

Sequence Text Behavior

.

For an introduction to using and applying behaviors, see

Applying and Removing

Behaviors

. For more detailed information on how to manipulate behaviors in a project,

see

Working with Behaviors

.

Note: Audio, Camera, Motion Tracking, Particles, Replicator, Shape, and Text behaviors
are discussed in their respective chapters.

For step-through examples of using behaviors, see

Behavior Examples

.

401

Chapter 9

Using Behaviors