Join Damian Allen for an in-depth discussion in this video Adding behaviors, part of Final Cut Studio Overview.
Now, let's take a deeper look at behaviors and animation in Motion. We'll start by adding a simple Throw behavior to one of the clips. We'll select the Cube clip, choose Add Behavior > Basic Motion > Throw. Press the Spacebar to resume playback then drag the arrow in the circle to adjust the angle and speed of the throw. Notice you can adjust the sensitivity control by dragging the Zoom slider. If you take a look at the Behaviors Inspector, you won't see any arrow or circle. Instead you will see a Throw Velocity slider.
Click the disclosure triangle to the left of the Throw Velocity and you will see sliders for X, Y and Z. Since we are currently only working in 2D, only the X and Y values matter. Watch the X and Y parameters as you drag the arrow on the HUD. They update to reflect the changes. In other words while the HUD is showing you the information as an intuitive circle adjuster, the two sliders in the Behavior Inspector represent the exact same information in a numeric form. So, far we have used the Throw to move an item constantly across the screen, a pretty common task in motion g raphics, but it's also common to move an item and have it stop in a certain position.
You can do this by selecting Ramp to Final Value. Now, as you adjust there in the HUD you are actually setting the final resting place of the layer. (Video playing. No audio.) This brings up another important point about behaviors and filters; they have a start and an end. If you look at the mini Timeline you will see that the bar is labeled Throw rather than with the name of the layer you are working with.
With the Throw selected in the Layers list, you can move the playhead to a new position and press O. Now, the Throw behavior stops having any effect on the layer at that frame. (Video playing. No audio.) Now, dragging the playhead just past this endpoint we can drag the arrow around the HUD and get exact feedback about where the layer will come to rest. Press the Home key to jump back to Frame 1, then press the Spacebar to play.
Sure enough the layer comes to a halt at the selected outpoint of the behavior. (Video playing. No audio.) For even more precise control of movement including easing to a stop or accelerating out of one, try other basic Motion behaviors like Move or Motion Path. So far the only kind of animation we have looked at in Motion is being created by behaviors. But Motion also supports keyframed animation. In fact creating keyframed animation is a one-click process.
Let's remove the Throw behavior and move to frame 1. Click the Record Animation button and position the object where you want it to begin. Now, we'll move down the Timeline and adjust the position of the object. Now, when you playback, the item animates between the two locations you have set. If you look at the Properties Inspector, you will see that the values animate.
Click the Animation menu button and choose Show in Keyframe Editor. Now, you can see the keyframes that were created by the Record Animation button. You can then use the Curve Editor to add, modify and change the curvature for the created keyframes. Be sure to deactivate Record Animation when you are done to avoid creating keyframes unintentionally. And to hide the Keyframe Editor just click the Timing button in the top right corner of the interface.
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