2
Table Of Contents
- Motion User Manual
- Contents
- Motion 2 Documentation and Resources
- Getting To Know Motion
- Creating and Managing Projects
- Creating New Projects
- Managing Projects
- Editing Project Properties
- Browsing Media Files in Motion
- File Types Supported by Motion
- Adding Media to Your Project
- Managing Objects in Your Project
- Deleting Objects From a Project
- Exchanging Media in a Project
- Object Media Tab Parameters
- Using Media in the Library
- Organizing Layers and Objects in Motion
- The Background of Your Project
- Selecting Objects and Layers in the Layers Tab
- Reorganizing Objects in the Layers Tab
- Nesting Layers Inside Other Layers
- Grouping and Ungrouping Objects
- Showing and Hiding Layers and Objects
- Fixing the Size of a Layer
- Locking Layers and Objects
- Collapsing and Uncollapsing Layer Hierarchies
- Renaming Layers
- Searching for Layers and Objects
- Sorting Layers and Objects in the Media Tab
- Customizing and Creating New Templates
- Basic Compositing
- Using the Timeline
- Using Behaviors
- Keyframes and Curves
- Using Text
- Working With Particles
- The Anatomy of a Particle System
- Using Particle Systems
- Creating Graphics and Animations for Particle Systems
- Advanced Particle System Controls
- Animating Objects in Particle Systems
- Using Behaviors With Particle Systems
- Applying Filters to Particle Systems
- Particle System Examples
- Saving Custom Particle Effects to the Library
- Using the Replicator
- The Difference Between the Replicator and a Particle System
- The Anatomy of the Replicator
- Using the Replicator
- Advanced Replicator Controls
- Animating Replicator Parameters
- Using the Sequence Replicator Behavior
- Using Behaviors With Replicators
- Applying Filters to Replicators
- Saving Custom Replicators to the Library
- Using Filters
- About Filters
- Working With Filters
- An Introduction to Filters
- Working With Filters
- Enabling, Renaming, and Locking Filters
- Copying, Pasting, and Moving Filters
- Reordering Filters
- Changing Filter Timing
- Blur Filters
- A Fun Effect That Can Be Used With All the Blur Filters
- Border Filters
- Color Correction Filters
- Distortion Filters
- Glow Filters
- Keying Filters
- Matte Filters
- Sharpen Filters
- Stylize Filters
- Tiling Filters
- Working With Third-Party Filters
- Working With Generators
- Using Shapes and Masks
- Working With Audio
- Exporting Motion Projects
- Keyboard Shortcuts
- Video and File Formats
- Supported File Formats
- Standard Definition vs. High Definition Video Formats
- Popular Video Codecs for File Exchange
- What Is Field Order?
- Using Square or Nonsquare Pixels When Creating Graphics
- Differences in Color Between Computer and Video Graphics
- Using Fonts and Creating Line Art for Video
- Scaling Imported High-Resolution Graphics
- Creating Graphics for HD Projects
- Integration With Final Cut Pro
- Using Gestures
- Index
Chapter 2 Creating and Managing Projects 145
A grayscale image comprises image pixels with 256 levels of gray. Each pixel requires 8
bits to represent the 256 shades of gray. Therefore, the bit depth of a grayscale image is
8 (2
8
= 256).
An RGB image can comprise image pixels with 256 shades of each of the primary
colors—red, green, and blue. In this case, there are 2
8
(256) shades of each color
component. This creates more than 16.7 million possible colors (256 x 256 x 256 > 16.7
million). The bit depth of an RGB image can be 24 (8 bits for each color), and the bit
depth of an RGBA image (red, green, blue, and an alpha channel) can be 32 (8 bits for
each color + alpha channel). The bit depth of an alpha channel describes the
transparency of each pixel. Although these images are 24- and 32-bit, such color
images are often referred to as 8-bit (because of the 8 bits per channel).
Note: An RGB image does not necessarily imply 8 bits per pixel.
Motion’s bit depth setting is bits-per-channel. In an 8-bit Motion project, the 256 levels
of color are represented on an integer scale of 0-255 (where 0 represents black and 255
represents white). All of your operations are clamped within that 0-255 range. Although
16.7 million is a lot of colors, it is often helpful to have more “space” in which to work.
This is where float comes into play. In Motion, you can work in 8-bit, 16-bit float, or 32-
bit float. When working in float, the number of values between 0-1 is increased (float
values can denote fractional values). Also, float values can be less than 0 or greater than
1. This means that the color shades are subdivided into an enormous amount of
intermediate colors—incredibly small increments of color can be represented in 16-bit
float, and even finer increments in 32-bit float. This is often referred to as float space.
Floating-point calculations are more accurate than those made in non-float space.
The bit depth of your source footage will often determine the bit depth of your project.
Even if your source footage is 8-bit, you may want to work in a project with a higher bit
depth to achieve better results. When you increase the bit depth of your project, you
are not introducing any new color information to the original images. However,
operations such as keying, color correction, applying blur or other filters with high
parameter values, or creating graphics that require very smooth color gradients can
benefit from the new number of possible color levels.
Important: There is a price for working in higher bit depths, however. And that price is
paid in processing time. Remember also that because Motion is hardware dependent,
most systems have a limitation on the size of imported files. For more information on
the required hardware, visit the Motion website at
http://www.apple.com/motion.
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