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Lesson 1. A Tour of Motion > Applying Behaviors

Applying Behaviors

Already Motion's shown us some pretty decent things. We've been able to play back four separate clips in real time and resize them on the fly. Not revolutionary yet, but nice nonetheless. Let's introduce another fundamental part of Motion: behaviors.

Behaviors are a form of artificial intelligence. Traditionally in motion graphics work, movements and actions onscreen are specified by keyframes, which tell the computer how an object should look at certain moments in time. It's very much like traditional cartoon animation: A senior artist blocks out key poses at certain moments in an animation, and then a second artist (who works much harder but doesn't get paid as well) is given the task of tweening, or drawing the in-between frames that connect the two poses of the character to make a final animation.


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