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Apple Motion 3 User Manual

Page 371

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Chapter 5

Using Behaviors

371

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

order to create hold frames, reverse the footage, change its speed, create strobe
frames or stutter, or to scrub the footage. These behaviors are applied to the footage
objects in the Layers list, not in the Media tab. For more information on using
retiming behaviors, see “

Retiming Behaviors

” on page 453.

 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 on using the Shape behaviors, see “

Using the Shape

Behaviors

” on page 1064.

 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.

 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 on how to use
text behaviors, see “

Text Animation Behaviors

” on page 649 and

Text Sequence

Behaviors

” on page 668.

For an introduction to how to use behaviors, see “

Applying and Removing Behaviors

on page 374. For information on applying behaviors, see “

Applying and Removing

Behaviors

” on page 377. For more detailed information on how to manipulate

behaviors in a project, see “

Working with Behaviors

” on page 389. For detailed

information on all the behaviors available in Motion, see “

Behavior Descriptions

” on

page 408.

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