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Table Of Contents
Particles behaviors are specifically designed to be applied to a particle emitter or cells
in particle systems. These behaviors affect how individual particles are animated over
the duration of their life. For more information, see Using Particles Behaviors.
Replicator behaviors are specifically designed to be applied to a replicator or cells in the
replicator. These behaviors affect how the replicator cell parameters are animated over
their pattern. For example, you can create an animation that travels over the replicator
pattern in which each cell goes from 0 percent opacity to 100 percent. For more
information, see Using the Sequence Replicator Behavior.
Retiming behaviors are applied to footage and cloned layers (or groups) to create hold
frames, reverse the footage, change the speed of the footage, create strobe frames or
stutter, or scrub the footage. These behaviors are applied to the footage objects in the
Layers list. For more information, see Retiming Behaviors.
Shape behaviors are specifically designed to be applied to a shape or mask. Shape
behaviors affect the individual vertices of a shape or mask. For example, applying the
Randomize behavior randomly animates the control points (or tangents, or both) on
the shape. For more information, see Shape Behaviors.
Simulation behaviors perform one of two tasks. Some Simulation behaviors, such as
Gravity, animate the parameters of an object in a way that simulates a real-world
phenomenon. Other Simulation behaviors, such as Attractor and Repel, affect the
parameters of objects surrounding the object to which theyre applied. These behaviors
allow you to create some very sophisticated interactions among multiple objects in
your project with a minimum of adjustments. As with the Basic Motion behaviors,
Simulation behaviors also affect specific object parameters. Examples include Attractor,
Gravity, and Repel. Simulation behaviors can be applied to cameras and lights. For more
information, see Simulation Behaviors.
Text behaviors animate text parameters to create various animated effects. Examples
include Type On, which reveals text letter by letter. For more information, see Text
Animation and Text Sequence Behaviors and Sequence Text Behavior.
For an introduction to using and applying behaviors, see Applying and Removing
Behaviors. For more detailed information on how to manipulate behaviors in a project,
see Working with Behaviors.
Note: Audio, Camera, Motion Tracking, Particles, Replicator, Shape, and Text behaviors
are discussed in their respective chapters.
367Chapter 9 Using Behaviors