3
Table Of Contents
- Motion User Manual
- Contents
- Motion 3 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 Layers in Your Project
- Deleting Objects from a Project
- Exchanging Media in a Project
- Object Media Tab Parameters
- Using Media in the Library
- Behaviors and Filters
- Third-Party Filters
- Image Units (Filters)
- Generators
- Image Units (Generators)
- Particle Emitters
- Replicators
- Shapes
- Gradients
- Fonts and LiveFonts
- Text Styles
- Shape Styles
- Music and Photos
- Content
- Favorites and the Favorites Menu
- Adding Your Own Content to the Library
- Using Custom Objects from the Library
- When Library Media Becomes Unavailable
- Organizing Groups and Layers in Motion
- Background of Your Project
- Selecting Layers and Groups in the Layers Tab
- Reorganizing in the Layers Tab
- Nesting Groups Inside Other Groups
- Grouping and Ungrouping Layers
- Showing and Hiding Groups and Layers
- Fixing the Size of a Group
- Locking Groups and Layers
- Collapsing and Uncollapsing Group Hierarchies
- Renaming Groups
- Searching for Groups and Layers
- Sorting Objects in the Media Tab
- Customizing and Creating New Templates
- Basic Compositing
- Using the Timeline
- Using Behaviors
- Behaviors Versus Keyframes
- Browsing for Behaviors
- Applying and Removing Behaviors
- Modifying Behaviors
- Working with Behaviors
- Changing the Timing of Behaviors
- Animating Behavior Parameters
- Saving and Sharing Custom Behaviors
- Behavior Descriptions
- Basic Motion Behaviors
- Examples of Using Basic Motion Behaviors
- Parameter Behaviors
- Examples of Using Parameter Behaviors
- Audio, Camera, Motion Tracking, Particles, Replicator, Shape, and Text Behaviors
- Retiming Behaviors
- Retiming Behaviors Versus Timing Controls in the Inspector
- Simulation Behaviors
- Examples of Using Simulation Behaviors
- Behavior Examples
- Keyframes and Curves
- Using Text
- Using Text in Motion
- Using Text as Particle and Replicator Source Objects
- Setting Layer Duration Preferences
- Working with Text
- About Fonts
- Using the Text Tools
- Editing Text in the Inspector
- Using Text Animation and Text Sequence Behaviors
- Using Other Behaviors With Text
- Using Behaviors to Animate Text in 3D
- Animating Text with Keyframes
- Using LiveFonts
- Using Text in Motion
- Working with Particles
- Using the Replicator
- The Difference Between a Replicator and a Particle System
- Anatomy of a Replicator
- Using the Replicator
- Using Replicators in 3D
- Applying Masks to 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
- About Rasterization
- Blur Filters
- Blur Filters Without the Mix Parameter
- 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
- The Difference Between Shapes, Paint Strokes, and Masks
- Shape and Mask Drawing Tools
- Creating and Editing Shapes
- Illustrating Using the Shape Tools
- Shape Parameters in the Inspector
- Animating Shapes
- Saving Shapes and Shape Styles
- Masking Layers to Create Transparency
- Applying Image Masks to a Layer
- Using Masks to Aid Keying Effects
- Manipulating Alpha Channels Using Filters
- Working with Audio
- Exporting Motion Projects
- Keyboard Shortcuts
- Video and File Formats
- Supported File Formats
- Standard Definition Versus 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
- Working with FinalCutPro
- Using Motion with FinalCutPro
- Using Motion Templates in FinalCutPro
- Using Gestures
- Using Motion and After Effects
- Index
Chapter 12 Using Shapes and Masks 1055
 Stroke Length: Stroke Length is mapped horizontally on the mini-curve editor graph
and provides a visual representation of the position of the changes in angle value
(keyframes) over the length of the stroke. Use the sliders or enter a number in the
value field to change the value of the selected keyframe.
Brush Angle Randomness: Defines an amount of variance in the rotation of the stroke
dabs. A value of 0 results in no variance—all dabs have the same rotational value. A
value greater than 0 introduces a variance. The angle for an individual dab is defined by
the Brush Angle and Angle Over Stroke parameters, plus or minus a random value
falling within the Brush Angle Randomness.
Using the default dial or value slider (when the disclosure triangle is closed), the Z
angle is affected. To individually modify the rotation of the dabs in X, Y, and Z space,
click the disclosure triangle.
 Animate: This pop-up menu allows you to change the interpolation for animated 3D
rotation channels. By default, Animate is set to Use Rotation. For more information
about the Animate parameter, see “Parameters in the Properties Tab” on page 280.
Local 3D: This checkbox allows you to take advantage of Motion’s 3D workspace.
When the Local 3D checkbox is selected, the following become possible:
 When the Face Camera checkbox is selected, paint dabs actively face the camera
when the camera or stroke is rotated and/or animated.
 When the Dab Depth Ordered checkbox is selected, dab ordering remains consistent
when the paint stroke is rotated in X or Y space. When not selected, the dabs jump in
front of each other each time the stroke rotates 180 degrees.
 When the Dynamics checkbox is selected in the Advanced pane, a paint stroke acts
similarly to an emitter—the dabs become particles. When the Local 3D checkbox is
selected, the dabs are animated in 3D space. When the Local 3D checkbox is
deselected, the particles are animated in X and Y space only. For more information on
Dynamics, see “Advanced Pane Controls” on page 1057.
 When the Dynamics checkbox is selected in the Advanced pane, dabs can be pulled
out of their plane when certain Simulation behaviors are applied. For example, if a
paint stroke has an applied Attracted To behavior (with the Affect Subobjects
checkbox selected), and the target layer is in a different location in Z space, the dabs
are pulled into Z space and move toward the target layer. The paint stroke must be a
member of a 3D group to be pulled out of the X and Y planes by a behavior.
Note: Even in a 2D project, a paint stroke’s general properties can be adjusted in 3D
space. For example, you can modify the Z parameter using the Position, Scale,
Rotation, and Anchor Point controls in the Properties tab of the Inspector.










