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
170 Chapter 1 Getting to Know Motion
3D View Submenu
This submenu sets the view to a scene camera or default camera view in a 3D project.
A scene camera is a camera that you add to a project. A default camera view is a built-
in camera view, such as Perspective, Right, or Top. This menu is identical to using the
Camera menu in the upper-left corner of the Canvas. For more information on cameras
and views, see “3D Compositing” in the Motion Supplemental Documentation PDF.
Note: Because project elements are 2D (flat) objects, the elements are not visible when
you use the orthogonal camera views unless the elements are rotated in 3D space (or
text, particles, or the replicator are using the Face Camera parameter in their respective
Inspectors). This is because orthogonal views are at right angles (perpendicular) to the
elements. When an object is selected, a thin gray line represents the object in the
Canvas.
Active: Shows the view from the active camera.
Perspective: Shows the perspective camera view. The perspective view defaults to a
view from the front center. Use the 3D View tools to pan, orbit, or dolly the camera.
Front: Shows the front camera view. Use the 3D View tools to pan, orbit, or dolly the
camera.
Back: Shows the back camera view (the view from the back of the scene). Use the 3D
View tools to pan, orbit, or dolly the camera.
Left: Shows the left camera view (the view from the left of the scene). Use the 3D View
tools to pan, orbit, or dolly the camera.
Right: Shows the right camera view (the view from the right of the scene). Use the 3D
View tools to pan, orbit, or dolly the camera.
Top: Shows the top camera view (the view from the top of the scene). Use the 3D View
tools to pan, orbit, or dolly the camera.
Bottom: Shows the bottom camera view (the view from the bottom of the scene). Use
the 3D View tools to pan, orbit, or dolly the camera.
Next Camera: When the Canvas is active, changes your view to the next scene camera
based on camera order in the Layers tab (Option-C).
Reset Camera View: Resets the camera view to its default orientation (Option-R).
Channels Submenu
This submenu sets the Canvas to display individual color or transparency channels.
Current settings are indicated with a checkmark beside the item in the menu. This
menu is identical (with the exception of a toggle option) to the Color menu in the
Status Bar.










