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 5 Using Behaviors 419
 Natural: The speed in which the object moves over the path is determined by the
shape of the path. For example, if the path is a U-shape curve, the object moves
faster as it moves toward the low point of the U and slower as it moves up the edges.
 Custom: Custom allows you to define the movement of the object along its path by
setting keyframes for the object’s speed from 0 to 100 percent. In other words, you
determine the position of the object along the path in time.
 Custom Speed: This parameter becomes available when Speed is set to Custom.
You can modify the Custom Speed velocity curve in the Keyframe Editor. You can
keyframe custom values to make an object, for example, travel forward to a
specific percentage of the path, then backward, then forward, and so on before it
reaches the end of the animation.
Apply Speed: When Loop is set to a value greater than 1, determines how the Speed
parameter (velocity) is applied over the duration of the behavior.
Note: Loop must be set to a value greater than 1 for the Apply Speed parameter to
have any effect.
 Once Per Loop: The velocity, as defined by the Speed parameter, is applied to each
cycle. For example, if Loop is set to 3 and Speed is set to Accelerate, the object
accelerates each time it travels over the path. The speed is applied to the entire
duration, ignoring the Loops setting.
 Over Entire Duration: The velocity, as defined by the Speed parameter, is applied
one time over the duration of the behavior. For example, if Loop is set to 3 and
Speed is set to Accelerate, the object accelerates the first time it travels over the
path, but not the second and third time.
Loops: Determines the number of times the object travels the motion path over the
duration of the behavior. For an object to travel its path more than once, or to “ping
pong,” Loops must be set to a value greater than 1.
End Condition: A pop-up menu that defines the behavior of the object once it reaches
the end of its motion path.
 Repeat: The object travels the motion path the number of times defined by the
Loop parameter.
 Ping-Pong: The object moves along the path until it reaches the last point on the
path, then it moves backward to the first point on the path. The number of “ping
pongs” is defined by the Loops parameter.
Control Points: Click the disclosure triangle to display the Position parameters for the
motion path control points. The first value field is X, the second value field is Y, and the
third value field is Z.
Note: You cannot apply Parameter behaviors to the control points.










