Repel From

Whereas the Repel behavior pushes other objects away, the Repel From behavior has the converse effect, making the object it’s applied to move away from a selected object in the Canvas.

Adjust this behavior using the controls in the Behaviors Inspector:

  • Affect Subobjects: A checkbox that appears when this behavior is applied to an object that contains multiple objects, such as a group, a particle emitter, a replicator, or a text layer. When this checkbox is selected, all objects enclosed in the parent object are affected individually. When this checkbox is deselected, all objects enclosed in the parent object are affected by the behavior together.

  • Object: An object well that defines the object to be repelled from.

  • Strength: A slider that sets the speed at which the object is repelled. With a value of 0, the object is not repelled at all. The higher the value, the faster the object is repelled.

  • Falloff Type: A pop-up menu that determines whether the distance defined by the Influence parameter falls off linearly or exponentially.

    • Linear: Repulsion between objects falls off in proportion to the object’s distance.

    • Exponential: The closer an object is within the area of influence, the more strongly it is repelled, and the faster it moves away from the object doing the repelling.

  • Falloff Rate: A slider that sets how quickly the force of repulsion between objects affected by this behavior falls off. A low Falloff Rate value results in objects quickly getting up to speed as they move away from the object of repulsion. A high Falloff Rate causes objects to accelerate much more slowly. When set to Exponential, the attraction falls off more quickly than when set to Linear.

  • Influence: A slider that defines the radius of the circle of influence in pixels. Objects that fall within the area of influence move away from the object of repulsion. Objects outside the area of influence remain in place.

  • Drag: A slider used to reduce the distance the object or objects travel away from the repelling object.

  • Include X, Y, and Z: Buttons that specify the space in which the object moves away from the selected object. For example, when X and Y are enabled, the object moves in the XY plane; when Y and Z are enabled, the object moves in the YZ plane.