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
34 Chapter 1 Getting to Know Motion
Camera and Effects Icons
The first icon on the right side of the Toolbar adds a new camera to a project. The next
four icons make up the effects controls. These are special controls providing instant
access to the most common effects. Because these controls apply effects to existing
objects, they are not available unless an object is selected.
Icon Icon name Description
New Camera Adds a new camera to the workspace. When you add a camera to a 2D
project, a dialog appears asking if you want to convert your 2D groups to
3D groups. Although a camera can be added to a 2D project, the camera
has no effect on a 2D group.
Add Behavior Activates a pop-up menu of behaviors. Choosing an item from the menu
applies that behavior to the selected object(s). Objects to which behaviors
can be applied include layers (images, particle emitters, and so on), groups,
cameras, and lights. Generally, a subset of the controls for the behavior
appear in the HUD; all of the controls appear in the Inspector. When the
Adjust Item tool is selected, onscreen controls (if any) become available for
the behavior.
Add Filter Activates a pop-up menu of filters. Choosing an item from the menu
applies that filter to the selected object. Filters can only be applied to layers
(images, text, shapes, particle emitters, masks, replicators, generators, and
so on). Filters cannot be applied to cameras or lights. Most of the controls
for the filter appear in the HUD; all of the controls appear in the Inspector.
When the Adjust Item tool is selected, onscreen controls (if any) become
available for the filter.
Make Particles Uses the selected layer (shape, text, image, and so on) as the source for a
particle cell. The originally selected layer is disabled. A subset of the
controls for the particle system appear in the HUD; all of the controls
appear in the Inspector. When the Adjust Item tool is selected, onscreen
controls become available for the particle emitter (except when Point is
selected from the emitter Shape pop-up menu).
Replicate Uses the selected layer (shape, text, image, and so on) as a source cell for
the replicator. The originally selected layer is disabled. A subset of the
controls for the replicator appear in the HUD; all of the controls appear in
the Inspector. When the Adjust Item tool is selected, the replicator onscreen
controls become available.










