Motion 5 - Repel From

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Repel From

Whereas the Repel behavior pushes other objects away, the Repel From behavior has the
converse effect, making the object it’s applied to move away from a selected object in
the Canvas.

Parameters in the Inspector

Affect Subobjects:

This parameter appears when this behavior is applied to an object

that contains multiple objects, such as a group, a particle emitter, a replicator, or a text
layer. When this checkbox is selected, all objects in the parent object are affected
individually. When this checkbox is deselected, all objects in the parent object are affected
by the behavior together.

Object:

An image well that defines the object to be repelled from.

Strength:

A slider defining the speed at which the object is repelled. With a value of 0,

the object is not repelled at all. The higher the value, the faster the object is repelled.

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Chapter 9

Using Behaviors

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Falloff Type:

A pop-up menu that determines whether the distance defined by the

Influence parameter falls off linearly or exponentially.

Linear: Repulsion between objects falls off in proportion to the object’s distance.

Exponential: The closer an object is within the area of influence, the more strongly it

is repelled, and the faster it moves away from the object doing the repelling.

Falloff Rate:

This value determines how quickly the force of repulsion between objects

affected by this behavior falls off. A low Falloff Rate value results in objects quickly getting
up to speed as they move away from the object of repulsion. A high Falloff Rate causes
objects to accelerate much more slowly. When set to Exponential, the attraction falls off
more quickly than when set to Linear.

Influence:

A slider that defines the radius of the circle of influence in pixels. Objects that

fall within the area of influence move away from the object of repulsion. Objects outside
the area of influence remain in place.

Drag:

A slider that can be used to reduce the distance the object or objects travel away

from the repelling object.

Include X, Y, and Z:

Buttons that allow you to specify the space in which the object

moves away from the selected object. For example, when X and Y are enabled, the object
moves in the XY plane; when Y and Z are enabled, the object moves in the YZ plane.

HUD Controls
The HUD has an image well you can use to assign an object to move away from, as well
as controls for Strength, Falloff Type, Falloff Rate, Influence, axis assignment, and Drag.
When applied to an object that contains multiple objects (such as a group, particles, text,
or the replicator), the Affect Subobjects checkbox also appears in the HUD.

Related Behaviors

Repel