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 721
Size (Rectangle, Box): Defines the size of the rectangle or cube from which particles
are emitted. This parameter is available whether the Arrangement is set to Outline, Tile
Fill, or Random Fill. When Rectangle is the selected shape, the Width and Height
parameters are available. When Box is selected, an additional Depth parameter is
available.
Note: The Height is measured in project pixels; however, the Width is measured in
square pixels. This is done so that a shape that is numerically square will look square
when Correct for Aspect Ratio is turned on (checkmarked) in the View pop-up menu in
the top-right corner of the Canvas.
Emit At Points (Line, Rectangle [Outline, Random] or Circle [Outline, Random], Burst,
Spiral, Wave, Geometry, Box [Outline], Sphere [Outline]): When turned on, particles
emerge from a limited number of points (as defined in the Points parameter). When
turned off, particles may emerge from anywhere on the line or edge. When the Adjust
Item tool is selected, the points are visible in the Canvas. When Emit At Points is turned
on, two additional parameters appear:
 Offset (Line, Rectangle [Outline], Circle [Outline], Burst, Spiral, Wave, Geometry,
Image): Offsets either the emitter itself or the particles generated on the shape. For
example, when the emitter Shape is a Line, changing the Offset value moves the
emitter’s position in the Canvas. When the emitter Shape is a Rectangle and Pattern
is set to Outline, changing the Offset value moves the particles along the edge of the
shape.
 Points/Points Per Arm (Line, Rectangle, Image, or Circle [Outline or Random Fill],
Burst, Spiral, Wave, Geometry): Defines the number of points from which particles
are emitted. For Rectangle or Circle shapes, the particles are emitted from evenly
distributed points along the edge of the shape when Outline is chosen from the
Pattern pop-up menu. When the Adjust Item tool is selected, the points are visible in
the Canvas.
Keep in mind that using a large number of points slows your computer’s processing
time.
Radius (Circle, Burst, Spiral, Sphere): Defines the size of the shape from which particles
are emitted.
Columns (Rectangle, Circle, Image, Box, Sphere): When Tile Fill is selected, this
parameter specifies the number of horizontal emitter points on a grid over the selected
emitter shape. In the case of an irregular shape (nonrectangular), grid points that fall
outside of the shape are ignored.
Rows (Rectangle, Circle, Image, Box, Sphere): When Tile Fill is selected, this parameter
specifies the number of vertical emitter points on a grid over the selected emitter
shape. In the case of an irregular shape (nonrectangular), grid points that fall outside of
the shape are ignored.










