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Use 3D behaviors for navigation

When a pointer changes to a pointing finger, users know that they can click and expect some sort of result. In your movie, a click of the pointing finger displays information about the merchandise on the tables.

If you look in your Score, you see that the text associated with the merchandise first appears in frame 10 of channel 1. A marker, named Cards, marks where the card text begins, just as markers indicate where the hat and rings text begin. You'll use a behavior to add navigation to your movie so that when the user sees the pointing finger and clicks, the playback head moves to the specified marker in the Score, and the associated text appears.