Animating Behaviors

In addition to animating filter parameters, you can also 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:

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 Converting Behaviors to Keyframes.

To animate 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.

  6. Move the playhead to a new time position.

  7. Adjust the behavior settings again.

  8. Click the Record button (or press A) to turn off keyframe recording.

    Behaviors can be animated in the Inspector. For more information, see Animating Using the Inspector.