5.5

Table Of Contents
296Motion User Guide
3. Set the Start Value to 0 and the End Value to 200, then play the project.
The layer scales from its original size to twice its original size over the duration of
the layer.
4. Set the Start Offset to 90 and the End Offset to 90.
The layer does not begin scaling until frame 90, and stops scaling 90 frames from its
last frame in the Timeline.
Behavior order of operations in Motion
There’s no limit to the number of behaviors you can add to an object. Multiple behaviors
applied to a single object work together to create a final animated effect.
In general, each behavior applies a value to a specific parameter. The values generated by
all behaviors that affect the same parameters are combined to create the end result. For
example, if you apply the Throw, Spin, and Gravity behaviors to a single object, the Throw
and Gravity behaviors combine to affect the position of the object. The Spin behavior
affects the rotation of the object.
When combining different behavior types (such as Parameter and Simulation behaviors) or
combining behaviors and keyframes, it’s important to understand the behaviors’ order of
operations. Motion evaluates behaviors and keyframes in the following order:
1. Keyframes
2. Simulation behaviors
3. All other behaviors
Parameter behaviors are applied in the order in which they are added, from the bottom of
the Layers list up (like the order of filters and the compositing order of image layers). See
Copy, paste, or move behaviors in Motion.
Important: The order of operations is always in effect—regardless of the order in which
behaviors are applied or keyframes are added to a layer or group.
Use the following guidelines for animating objects with multiple behaviors or keyframes:
When you animate an object with keyframes and then apply a behavior, the effect of the
keyframes is evaluated first.
For example, if you animate the Rotation parameter of an object using keyframes and
then apply a Rotational Drag (Simulation) behavior to the object, Motion evaluates the
keyframed rotation, and then applies the drag (from the Simulation behavior) to the
keyframed animation.
When you animate an object with any behavior and then add keyframes, the effect of
the keyframes is evaluated first.
For example, if you animate an object so it rotates in a clockwise direction using the
Spin behavior and then keyframe the Rotation parameter so the object rotates in a
counterclockwise direction, the object rotates in the counterclockwise direction. Motion
always evaluates keyframes first.
When you animate an object with a behavior and then apply a Simulation behavior,
the Simulation behavior is evaluated before the first behavior (and therefore may have
no effect).