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Using behaviors in Motion is already pretty powerful, but when you start layering behaviors one on top of the other, things really start to get interesting. Now if you're following along from the previous video I just want you to understand that I went ahead and changed some of the behaviors that I applied to the different circles here, and I just sort of tweak to the Apply mode as well as the Amount and that sort of thing. So to show you where we are right now, I'm going to go ahead and press the spacebar to begin playback, and as you can see, we've got kind of a jiggle on these different shapes that are kind of distorting each of the circles to move like bubbles, and this large center circle here is just kind of sliding back and forth.
I want to layer some different behaviors together. Right now, since this large circle is just kind of moving back and forth, I want to go ahead and apply that same sort of Random shape behavior to this shape as well. So I can choose the one right from this green circle and hold down Option and click and drag to drag that up to this other shape. Now notice there is an order to how this is actually been applied and for these two behaviors, since they're not so directly related, it's not going to make that much of a difference, but as you start layering behaviors, that's something that you will want to kind of keep an eye on, And don't worry; I'll show you some of that as we continue on.
But for now, let's go ahead and choose a slightly different Random Seed by clicking the Generate button here, and I'll just deselect just by clicking down here in the Layers panel, and we can see exactly where we are right now. So as you can see, now I have got a little bit more wobble to this circle and now I'm actually ready to apply another behavior. What we're going to do is actually apply a behavior to this group as a whole. Now I want this behavior to affect each of the different objects within the group slightly differently, and you can do that with certain behaviors in the Library.
So let's jump to the Library and under Behaviors, I want you to go to the Simulations folder. In here these different simulations are designed to actually work with multiple objects and they work extraordinarily well when you apply them to groups. Now the first one that I want to go ahead and apply is this Random Motion behavior. What it does, it just sort of randomizes how this object is going to move. So if we go ahead and click Apply, since I already had that group selected, it applied that behavior, and now you can see it's just created this one sort of random move. And if I deselect and press the spacebar here, you can see they're all moving in unison, and that's not really what I'm going for.
So I'll just stop playback here and select that behavior and in the Inspector notice in the Behaviors area under Random Motion. There is this option for Affect Subobjects. If we go ahead and select that, now you notice I've lost that motion path, but if we go ahead and press the spacebar, you can see now I'm getting random motion within each of the different objects. Now that's looking pretty cool, but it is a little much for what I was looking for, so I'll just go ahead and decrease the Amount here, and I want to encourage you to actually make these adjustments as Motion is playing back.
So just for now I'm going to stop playback, just so I can talk a little bit more about the different options, and we won't be distracted by all that pretty moving objects. So we have the same sort of options that we covered in the previous video as far as the Amount, the Frequency, and the Noisiness, but there is this other option here called Drag, which sort of controls the density of the movement. Think of adjusting Drag sort of like adjusting the viscosity of a liquid; if you increase the Drag, the liquid gets more thick. Also down here under Include you can have the shapes only move on specific axes just by selecting or deselecting each one of these options.
So I'm just going to deselect the X, because I just want these to sort of randomly move around on the Y axis, so let's go ahead and preview that animation. And here I'm still getting the oscillation of this one object in the center here, but I'm still getting randomization on the Y axis here. It's kind of subtle, so I'll just go ahead and bring the Amount up here, so you can kind of see that it's really just affecting on the Y axis here. Now it's a little more apparent. Obviously, I could go crazy and crank that way up, but I think you get the general idea.
Now I want to add a second behavior to this group, so let's go back up under this group, and this time in the Library under Simulations I want to sort of blow these objects across the screen by using the Wind behavior. So down here under Wind it applies a continuous force to push an object. Now if we click Apply, that will go ahead and push these objects, but it won't do that until you actually open up the HUD. So I'm going to click here, and you notice in the HUD I have this circle. And if you just click in the center of the circle and drag out in a specific direction, you'll notice that I can actually have this move out in a specific direction.
So the longer I drag away from the center the harder the wind is actually going to blow, and this Zoom parameter adjusts the sensitivity of that change. So now see if I zoom in really close here, I could really kind of blow these way far off the screen. And notice as I drag this arrow to the right, see these little dots? These are letting me know the speed at which these are going to be moving. So the further the dots are apart, the objects will be moving faster. Now that's a little much, so I'm just going to go ahead and drag this back down and decrease my zoom here so it's not quite as sensitive.
And again, since this is applied to a group layer--I'm going to go to my Inspector here and I'll close my HUD-- I want to choose Affect Subobjects again. That way when the wind blows, it's going to affect each object slightly differently. Now I could adjust the Air Thickness on the X as well as the Y as well as the Z, if we wanted to get to that parameter, but I'll just leave that for right now. As you can see, when you start actually layering different effects on top of each other, you can really start to create some pretty realistic simulations that would be pretty hard to achieve by using keyframes by themselves.
Now, if you're unfamiliar with what keyframes are, don't worry; we're going to get to that in the next chapter.
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