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 1 Getting to Know Motion 17
Real-Time Feedback
With the right hardware configuration, nearly every effect and adjustment you make
can be viewed in real time. This means that you can watch how the various elements of
your composition interact as you modify them. Not only does this mean less waiting
time while the computer converts your various clicks and drags into a viewable movie,
it means that you can interact with your creation in a more fluid and engaging way.
Rather than making a set of assumptions and then waiting to see how they turn out,
you can immediately see how your ideas work, then make adjustments on the fly.
Real-time feedback turns the act of designing a motion graphics sequence into an act
of exploration and discovery, which is the way most artists prefer to create. Motion
provides not just a new set of brushes for the motion graphics artist, but a whole new
type of work environment.
Mouse and Keyboard Shortcut Considerations
If you have a three-button mouse connected to your computer, you can right-click to
access the same controls specified by the Control-click commands in the user
documentation (for example, Control-click the Toolbar, then choose Customize Toolbar
from the shortcut menu). If you are working on a PowerBook G4, MacBook, or MacBook
Pro, keep in mind that some keyboard shortcuts require you to use the Function key
(Fn—next to the Control key) in conjunction with the keys specified in the user
documentation. For example, the F1–F10 keys and several letter keys require the Fn key
to activate key commands such as plus (+), minus (–), and so on. For more information
about keyboard shortcuts in Motion, see Appendix A, “Keyboard Shortcuts,” on
page 1167.
Enabling Traditional Function Keys on Mobile Macintosh Systems
By default, on Powerbook, MacBook, and MacBook Pro computers, the F1–F12 keys
are assigned to hardware controls, such as brightness, audio volume, numlock, and so
on. This means that you have to press the Function (Fn) key along with the F-key
when you want to invoke F-key commands in your software applications.
You can change your keyboard preferences so that the F-keys work in the traditional
manner, without pressing the Fn key. When this setting is activated, you can press the
Fn key along with the F-key to activate the hardware commands.
To enable traditional function keys:
m In the Keyboard tab of the Keyboard & Mouse preferences in System Preferences,
select the “Use the F1-F12 keys to control software features” checkbox. Uncheck the
box to return to the default setting.










