Apple Motion 5.1.1 User Manual
Page 294
 
Chapter 9
Behaviors
294
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A Parameter behavior is applied to a specific parameter of any object (including filters and 
behaviors), and the effect is limited to just that parameter. The same Parameter behavior can 
be applied to different parameters, resulting in different effects. For example, you can apply 
the Oscillate behavior to the opacity of text to make the letters fade in and out, or you can 
apply the Oscillate behavior to the rotation of a shape to make the shape rock back and 
forth. You can also apply Parameter behaviors to filter parameters, generator parameters, the 
parameters of particle systems and replicators, or even the parameters of other behaviors. 
Examples include Oscillate, Randomize, and Reverse. Most Parameter behaviors can be applied 
to cameras and lights. For more information, see 
on page 332.
•
Particles behaviors are applied to a particle emitter or cells in particle systems. These 
behaviors affect how individual particles are animated over the duration of their life. For more 
information, see 
Apply Particles behaviors to emitters or cells
on page 547.
•
Replicator behaviors are applied to a replicator or cells in 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 
on page 596.
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Retiming behaviors are applied to footage and cloned layers (or groups) 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 list. For more 
information, see 
on page 349.
•
Shape behaviors are 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 
on page 871.
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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 objects 
surrounding the object to which they’re applied. These behaviors allow you to create 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 
page 353.
•
Text behaviors animate text parameters to create various animated effects. Examples include 
Type On, which reveals text letter by letter over time. For more information, see 
on page 677 and
Use the Sequence Text behavior
on page 679.
For an introduction to using and applying behaviors, see
on page 297.
For more detailed information on how to manipulate behaviors in a project, see
controls in the Layers list and Timeline
on page 303.
Note: Audio, Camera, Motion Tracking, Particles, Replicator, Shape, and Text behaviors are 
discussed in their respective chapters. 
To learn more about working with behaviors, choose a topic in the Help table of contents (the 
sidebar to the left of this window).
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