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
468 Chapter 5 Using Behaviors
The angle at which the object bounces depends on the angle at which it hits the edge
of the frame; the speed it travels after bouncing is set by the Bounce Strength
parameter.
Note: Edge Collision has no effect on objects that are larger than the Canvas.
Important: By default, the Edge Collision behavior uses the size of the project and the
bounding box to determine how the object collides with the edge of the Canvas. For
example, in an NTSC Broadcast SD project (720 x 486 pixels), an object bounces off the
right and left edges of the project at its bounding box. With groups (particles, text, and
objects), only the object’s center is used. You can make the object travel further off the
Canvas before it bounces by adjusting the Width and Height parameters. If you’re using
this behavior with an object that has an alpha channel that’s smaller than its bounding
box, adjust the Crop parameter in the object’s Properties tab to fit the bounding box as
closely as possible to the edge of the image.
HUD Control
The HUD has controls for Bounce Strength and Width, Height, and Depth. When
applied to an object that contains multiple objects (such as a group, particles, text, or
the replicator), the Affect Subobjects checkbox also appears in the HUD.
Parameters in the Inspector
Affect Subobjects: This parameter appears when this behavior is applied to an object
that contains multiple objects, such as a group, a particle emitter, a replicator, or a text
layer. When this checkbox is turned on, all objects within the parent object are affected
individually. When this checkbox is turned off, all objects within the parent object are
affected by the behavior together, as if they were a single object.
Bounce Strength: The speed at which objects travel after colliding with an edge. A
value of 0 causes objects to come to a complete stop when colliding with an edge
that’s perpendicular to the direction of motion. Higher values cause an object to move
faster after bouncing. This parameter only slows the object in the direction
perpendicular to the bounced edge.
Active Edges: Six checkboxes define which collision box edges are detected by the
Edge Collision behavior. You can turn edges on and off in any combination.
Left Face: Defines the left edge for the collision.
Right Face: Defines the right edge for the collision.
Top Face: Defines the top edge for the collision.
Bottom Face: Defines the bottom edge for the collision.
Back Face: Defines the back edge (in Z space) for the collision.
Front Face: Defines the front edge (in Z space) for the collision.










