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 8 Working with Particles 711
Creating Graphics and Animations for Particle Systems
Creating a new particle system from scratch begins with designing the particles you
want it to emit. You can use any image, shape, text, or movie supported by Motion as a
source for a cell. This section presents things to keep in mind when you create particle
imagery.
Creating Still Image Graphics for Particle Systems
Particle systems that use still images as their cell sources render in real time much
faster than systems that use video or animation clips. A still image is often all you need
to create a compelling particle system. Here are some guidelines for creating graphics
for use as particles.
Graphics Size
If you are unsure what size you want your particles to be, it’s a good idea to make your
graphics larger rather than smaller. Increasing the size of particles beyond the size of
the original graphic may introduce unwanted artifacts. One caveat, however, is that the
larger the cell source size, the slower your interactivity.
Particle Edges
Keep in mind that the quality of the edges of your graphics can be extremely
important for creating convincing particles. Soft, translucent edges might look better
than hard, over-defined ones.
Object Color
By default, particles are created using the original colors of the image being used as
the cell. If necessary, you can tint the emitted particles using the Color Mode
parameters in the Emitter and Particle Cell tabs. Choose between tinting all particles by
a single color or creating a gradient tint that changes color over time. You can also
choose to apply a Library gradient to the particles. Tinting particles applies the tint
color uniformly over the entire particle system.
Create Graphics with an Alpha Channel
Always create graphics that you want to use as cells with predefined alpha channels.
For more information on importing files with alpha channels, see “More About Alpha
Channels” on page 212.
Creating Animations to Use as Cells
You can also use QuickTime movies as cells. For example, you can create an animation
in Motion, render it as a QuickTime movie, and import it into another Motion project to
use as a cell. In general, the same recommendations for creating still graphics apply to
the creation of animation or video clips you intend to use as cells, but there are
additional considerations.
If a clip has been retimed, in the Properties tab or with a Retiming behavior, the effect
of the retiming is carried through to the particles system.










