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 8 Working With Particles 585
For more information on adjusting the timing of layers in the Timeline, see “
Using the
Timeline” on page 273.
Creating Graphics and Animations for Particle Systems
Creating a new particle system from scratch begins with designing the particles you
want it to emit. You can use any image, shape, text, or movie supported by Motion as a
source for a cell. This section presents things to keep in mind when you create particle
imagery.
Creating Still Image Graphics for Particle Systems
Still images are the easiest to create and result in the fastest emitters. This is often all
you need to create a compelling particle system. Here are some guidelines for creating
graphics for use as particles.
Graphics Size
If you are unsure what size you want your particles to be, it’s a good idea to make your
graphics larger rather than smaller. Increasing the size of particles beyond the size of
the original graphic may introduce unwanted artifacts.
Particle Edges
Keep in mind that the quality of the edges of your graphics can be extremely
important for creating convincing particles. Soft, translucent edges might look better
than hard, over-defined ones.
Object Color
By default, particles are created using the original colors of the image being used as
the cell. If necessary, you can tint the emitted particles using the Color Mode
parameters in the Emitter and Particle Cell tabs. Choose between tinting all particles by
a single color or creating a gradient tint that changes color over time. You can also
choose to apply a Library gradient to the particles. Tinting particles applies the tint
color uniformly over the entire object.
Create Graphics With an Alpha Channel
Always create graphics that you want to use as cells with predefined alpha channels.
For more information on importing files with alpha channels, see “
More About Alpha
Channels” on page 173.
Creating Animations To Use as Cells
You can also use QuickTime movies as cells. For example, you can create an animation
in Motion, render it as a QuickTime movie, and import it into another Motion project to
use as a cell. In general, the same recommendations for creating still graphics apply to
the creation of animation or video clips you intend to use as cells, but there are
additional considerations.
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