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’
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
• Moving the pointer over the parameter row in the Inspector reveals the Add/Delete
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
Select an object in the Canvas.
Apply a behavior.
Click the Record button (or press A) to turn on keyframe recording.
Place the playhead at the frame where you want the effect to begin changing.
Using the HUD, adjust the behavior’s settings.
Move the playhead to a new time position.
Adjust the behavior settings again.
Click the Record button (or press A) to turn off keyframe recording.
Behaviors can be animated in the Inspector. For more information, see
Keyframes and Curves