As with all layers in Motion, you can apply Basic Motion, Parameter, and Simulation behaviors to a replicator. Some behaviors can be applied directly to replicator cells, such as Throw and Spin (from the Basic Motion subcategory) and Gravity and Edge Collision (from the Simulation category).
Drag a behavior from the Library onto a replicator in the Canvas, Layers list, or Timeline.
Select the replicator in the Layers list, Canvas, or Timeline, then choose an item from the Add Behavior pop-up menu.
The behavior is applied to the replicator, which begins to move according to the parameters of the behavior.
Not all behaviors instantly activate a layer when applied. For example, when a Throw behavior is applied to a layer, the Throw Velocity parameter must be adjusted before the object moves.
For more information on behaviors, see Using Behaviors.
As previously noted, the replicator also has a special behavior called Sequence Replicator, which allows you to animate individual cells in sequence over time. For more information on the Sequence Replicator behavior, see Using the Sequence Replicator Behavior.
For more information on applying Parameter behaviors to the Sequence Replicator behavior, see Using Parameter Behaviors with the Sequence Replicator Behavior.
When Simulation behaviors, as well as the Spin and Throw behaviors, are applied to a replicator that has animated parameters, some animation created by the keyframes is ignored. For example, if the Angle parameter in the Cell Controls of the Replicator Inspector is keyframed so the pattern elements rotate over time and you apply a Spin behavior—with the Affect Subobjects checkbox selected—the elements rotate according to the rate set in the Spin behavior parameters and ignore the replicator’s Angle keyframes. To rotate the entire replicator layer and enable the Angle keyframe animation, deselect Affect Subobjects in the Spin parameters.