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 1073
Sequence Control
The Sequence Control section of the Sequence Paint behavior parameters contains
controls that allow you to modify the way the animation moves through the paint
stroke, such as changing the direction of the animation.
Sequencing: Specifies how the sequence animation—the value change from the
original parameter value to the value set in the Sequence Paint parameters—moves
through the dabs of the stroke. The starting point for the sequence animation is based
on the first control point of the paint stroke.
Note: To change the start point of the shape, select the shape, click the Select/
Transform tool and choose the Adjust Control Points tool from the shortcut menu. Then
Control-click a control point and choose Set Start Point from the shortcut menu.
The Sequencing options are:
 To: Specifies that the animation begins at the original value of the dabs and moves
to the value set in the Sequence Paint behavior for that parameter. For example, if
the original opacity value of a stroke is 100%, and opacity is set to 0% in the
Sequence Paint parameters, the dabs begin completely opaque and become
completely transparent.
 From: Specifies that the animation moves from the value set in the Sequence Paint
behavior to the original value of the stroke. For example, if the original opacity value
of a stroke is 100%, and opacity is set to 0% in the Sequence Paint parameters, the
dabs begin completely transparent and become completely opaque. This is the
opposite of the To Sequencing option.
 Through: Specifies that the sequence goes through a full animation cycle starting at
the original value of the stroke, moves to the value set in the Sequence Paint
behavior, and then returns to the original value of the stroke. For example, if the
original opacity value of a stroke dab is 100%, and opacity is set to 0% in the
Sequence Paint parameters, the dabs begin completely opaque, become transparent,
and then become completely opaque again.
 Through Inverted: Specifies that the sequence goes through an inverted animation
cycle starting from the value set in the Sequence Paint behavior, moves to the
original value of the stroke, and then returns to the value set in the Sequence Paint
behavior. For example, if the original opacity value of a stroke is 100%, and opacity is
set to 0% in the Sequence Paint parameters, the dabs begin completely transparent,
become opaque, and then become completely transparent. This is the opposite of
the Through Sequencing option.
 Custom: Allows you to keyframe how the animation moves through the values set in
the Sequence Paint parameters over a stroke. Each dab undergoes the same value
sequence. When Custom is selected, the added parameters must be animated to see
any effect.










