Use keyframes to modify behaviors, Apply keyframes to behaviors, 452 use keyframes to modify behaviors 452 – Apple Motion 5.1.1 User Manual
Page 452
 
Chapter 12
Keyframing
452
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Add/Delete Keyframe: A diamond-shaped button with several states. A gray diamond button 
indicates that there is no keyframe at the current frame. Click this button to add a keyframe at 
the playhead position. When you add a keyframe, the diamond turns orange, indicating that 
there is a keyframe at the frame. Clicking the orange diamond deletes the keyframe. When the 
playhead advances to a frame that is not keyframed, the diamond turns gray.
•
Next Keyframe: A right angle bracket that appears when there is a keyframe to the right of the 
playhead position. Click this control to move to the next keyframe in the Timeline.
•
Reset button: A curved arrow button at the top of each parameter group in the Inspector. Click 
this button to remove all keyframes applied to all parameters in the group and restore those 
parameters to their default state.
Reset button
Use keyframes to modify behaviors
Apply keyframes to behaviors
You can also use keyframes to animate behaviors. Animating behaviors might appear 
complicated at first because most of the behaviors are already changing, but combining these 
features is a powerful way to greatly enhance behaviors’ usefulness. 
For example, you might want to animate a Random Motion behavior to begin as a subtle 
random motion and then become increasingly severe as the effect progresses. Or you might 
want to apply a Gravity behavior, but not have the object start falling toward the ground until 
five seconds into the clip. Keyframes allow you to manipulate the parameters of each behavior.
Certain parameters cannot be animated, such as the Throw Velocity parameter of the Throw 
behavior and the Spin Rate parameter of the Spin behavior. If a parameter can be animated, the 
following occurs:
•
When keyframe recording is turned on (Record button), the parameter appears red in 
the Inspector.
•
Moving the pointer over the parameter row in the Inspector reveals the Add/Delete 
Keyframe button.
Note: In Motion, you can bake all behaviors applied to an object into keyframes using the 
Convert to Keyframes command in the Object menu. For more information, see 
on page 312.
Keyframe a behavior using the Record button
1
Select an object in the Canvas.
2
Apply a behavior.
3
Click the Record button (or press A) to turn on keyframe recording.
4
Place the playhead at the frame where you want the effect to begin changing.
5
Using the HUD, adjust the behavior’s settings.
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