Behaviours

Motion that runs on its own: spin, drift, pulse, wiggle, bounce, loops, wrap, clamp, link and audio, with or without keys.

A behaviour moves a property on its own. It needs no keys at all: a constant spin is one click. When the property has keys, the behaviour stacks on top of them. Behaviours are worked out from the timeline's time at every frame, so they play, scrub and export the same way every time, even the random ones.

A behaviour: wiggle without a single key · 0:08
Description

A shader title card in Animate with its episode tag selected. The tag’s rows are opened, Rotation is added from + Property, and from the wave button on that row the Wiggle behaviour is added. Its amount and frequency show in the list. Space plays the tag wobbling on its own, with no keys.

How to

Wiggle a layer without keys

  1. Select the layer and twirl its row open on the timeline.
  2. If the property you want isn't listed, click + Property and pick it (here, Rotation).
  3. Click the property row's Behaviours button (the waves), then + and Wiggle.
  4. Set its Amount and Frequency. Another wiggle picks a new seed: a different wander that is still the same on every play.
  5. Press Space.

Loop the keys you have

Add Loop: cycle to a keyed property and the keys repeat forever after the last one. Loop: ping-pong plays them forwards then backwards; Loop: offset repeats each time from where the last one ended (a walk cycle that travels); Loop: continue carries on at the speed the keys ended with. Change the mode later in the behaviour's card.

Make a wiggle die down

Every numeric parameter of a behaviour (except Start and Delay) has its own ◆. Key Amount from 20 at the start to 0 two seconds later: the wiggle settles. Key a spin's Rate up and it speeds up.

Reference

BehaviourWhat it doesParameters
SpinConstant change one way: spin, scroll, driftRate (per second)
Sine driftSlow back and forthAmount, Frequency (Hz), Phase
Sine pulseA quick, small beatAmount, Frequency, Phase
WiggleSmooth random wander, seeded: every play is the sameAmount, Frequency
Decaying bounceBounces from a start time and settlesHeight, Bounces (per second), Decay, Start (ms)
Loop: cycleRepeat the keys after the last oneMode
Loop: ping-pongPlay the keys forwards, then backwardsMode
Loop: offsetRepeat, each time starting where the last endedMode
Loop: continueCarry on at the speed the keys ended withMode
WrapWrap the value into a range: a scrolling patternRange, From
ClampKeep the value within limitsMin, Max
LinkFollow another layer's property: times Multiply, plus Add, Delay ms behind (a pick-whip)Multiply, Add, Delay
Audio: bass kickPushes with the low end of the sound: kicks and bassFollows, Applies, Gain, From, To, Threshold, Attack, Release, Delay
Audio: loudnessFollows how loud the sound isFollows, Applies, Gain, From, To, Threshold, Attack, Release, Delay
Audio: beat flashJumps on every beat, then dies down over ReleaseFollows, Applies, Gain, From, To, Threshold, Release
Audio: frequency bandFollows one band of the spectrum, low to highFollows, Band, Applies, Gain, From, To, Threshold, Attack, Release, Delay
  • Starting sizes suit the property: 20 px, 15° for angles, or a tenth for opacity-style values.
  • Text and on/off properties offer only the loops. Colours offer the loops and the audio behaviours, which flash the colour toward Flash to as the sound rises.
  • The audio behaviours follow whatever the timeline plays. How they listen, and every signal they can follow, is on Audio-reactive motion.
  • Behaviours run in order, each adding to what came before. Reorder them with Earlier and Later. A loop always goes first, since it changes time for the others.
  • Remove takes one off. A property row with behaviours shows a dashed lane on its track, describing them.
  • Link is set up by the agent (edit_behaviours) or in a file; once it's there, its card edits it like any other.