Parameter behaviors – Apple Motion 3 User Manual

Page 430

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Chapter 5

Using Behaviors

In the 2D and 3D Throw HUDs, press the Shift key while dragging the arrow to
constrain it to 45 degree angles. In the 2D HUD, press the Command key to change the
arrow’s direction without affecting its length.

Note: The maximum speed you can define with the HUD is not the maximum possible
speed. Higher values can be entered into the Increment parameter in the Behaviors tab
of the Inspector.

Parameters in the Inspector

Affect Subobjects: This parameter appears when Throw is applied to an object that
contains multiple objects, such as a group, particle emitter, or text. When this checkbox
is turned on, each object within the parent object moves as an individual object. When
this checkbox is turned off, the entire layer or group moves as a whole.

Increment: This pop-up menu lets you choose how the behavior’s effect progresses
over its duration in the Timeline. There are two choices:

 Continuous Rate: This command sets the speed of the object at a steady number of

pixels per second, specified in the Throw Velocity parameter.

Note: If the Canvas is displaying a nonsquare pixel image, the vertical rate is in pixels
per second, and the horizontal rate is the perceptual equivalent.

 Ramp to Final Value: This command moves the object from its original position to

the specified distance (in pixels) in the Throw Distance parameter.

Throw Velocity/Throw Distance: When the Increment pop-up menu is set to
Continuous Rate, the Throw Velocity parameter appears, which lets you set a
continuous speed for the object to move in X, Y, or Z space. When the Increment pop-
up menu is set to Ramp to Final Value, the Throw Distance parameter appears, which
sets a total distance (in pixels) for the object to travel in X, Y, and Z space over its
duration. The slider is limited to 100 pixels. Use the value field to enter values greater
than 100.

Related Behaviors

Motion Path

,” “

Gravity

,” “

Random Motion

,” “

Wind

Parameter Behaviors

These behaviors can be applied to any object parameter that can be animated, and
their effects are limited to just that parameter. The same parameter behavior can be
added to different parameters, resulting in completely different effects. For example,
you can apply the Oscillate behavior to the opacity of an object to make it fade in and
out, or you can apply it to the rotation of an object to make it rock back and forth. You
can also apply parameter behaviors to filter parameters, generator parameters, the
parameters of particle systems, or even the parameters of other behaviors. Examples
include Oscillate, Randomize, and Reverse.

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