5
Table Of Contents
- Motion 5 User Manual
- Contents
- Welcome to Motion
- About Motion and Motion Graphics
- The Motion Interface
- Project Browser
- Workspace Overview
- File Browser
- Library
- Inspector
- Toolbar
- Timing Display
- Canvas
- Viewing the Canvas or Timing Pane on a Second Display
- Project Pane
- Timing Pane
- HUD
- Text Field Shortcut Menu
- User Interface Controls
- Motion Menus
- Preferences
- Creating and Managing Projects
- Creating Projects
- Managing Projects
- Adding Media to a Project
- Managing Layers in a Project
- Deleting Objects from a Project
- Exchanging Media in a Project
- Source Media Parameters
- File Types Supported by Motion
- Using Media in the Library
- Organizing Groups and Layers in Motion
- Background of a Project
- Selecting Layers and Groups in the Layers List
- Reorganizing in the Layers List
- 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 list
- Customizing and Creating Templates
- Basic Compositing
- Using the Timeline
- About the Timeline
- Timeline Layers List
- Adding Objects to the Timeline Layers List
- Adding Layers to the Track Area
- Editing Objects in the Timeline
- Working in the Ruler
- Adding Markers
- Mini-Timeline
- Using Behaviors
- Behavior Concepts
- 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
- Basic Motion Behaviors
- Parameter Behaviors
- Retiming Behaviors
- Simulation Behaviors
- Additional Behaviors
- Using Rigs
- Creating Templates for Final Cut Pro X
- About Templates
- Creating an Effect for Final Cut Pro X
- Modifying a Final Cut Pro X Effect in Motion
- Example: Modifying the Bokeh Random Effect
- Advanced Example: Creating an SLR Effect Template Using Rigging
- Creating a Title for Final Cut Pro X
- Modifying a Final Cut Pro X Title in Motion
- Creating a Transition for Final Cut Pro X
- Modifying a Final Cut Pro X Transition in Motion
- Example: Creating a Prism Blur Transition
- Creating a Generator for Final Cut Pro X
- Modifying a Final Cut Pro X Generator in Motion
- Publishing a Standard Motion Project as a Final Cut Pro X Template
- Using Media in Template Placeholders
- Publishing Parameters in Templates
- Animation and Timing in Templates
- Working with Markers in Templates
- Template Resolution
- Using Masks in Templates
- Template Files and Media Save Location
- Adding Multiple Display Aspect Ratios to a Template
- Tips for Creating Templates
- Keyframes and Curves
- Keyframing in Motion
- Keyframing Methods
- Applying Movement to an Object in the Canvas
- Animating Using the Inspector
- Animating Filters
- Animating Behaviors
- Combining Behaviors and Keyframes
- Working with Keyframes in the Timeline
- Animating in the Keyframe Editor
- Filtering the Parameter List
- Modifying Keyframes
- Modifying Curves
- Mini-Curve Editor
- Animating on the Fly
- Keyframe Thinning
- Keying
- Working with Particles
- About Particle Systems
- Anatomy of a Particle System
- Using Particle Systems
- Creating Graphics and Animations for Particle Systems
- The Difference Between Emitter and Particle Cell Parameters
- Emitter and Cell Parameters
- Animating Objects in Particle Systems
- Viewing Animated Emitter Curves in the Keyframe Editor
- Using Masks with Particle Systems
- Applying Filters to Particle Systems
- Particle System Examples
- Saving Custom Particle Effects to the Library
- Using the Replicator
- Replicator Concepts
- Anatomy of a Replicator
- Getting Started with the Replicator
- Basic Replicator Parameters in the HUD
- Replicators and the Properties Inspector
- Using the Replicator Onscreen Controls
- Advanced Replicator Controls
- Using Image and Geometry Objects
- Using Replicators in 3D Space
- Applying Masks to Replicators
- Animating Replicator Parameters
- Using the Sequence Replicator Behavior
- Using Behaviors with Replicators
- Applying Filters to Replicators
- Saving Custom Replicators to the Library
- Creating and Editing Text
- About Text in Motion
- Setting Motion Preferences for Text
- Adding Text
- Using Text Tools
- About Fonts
- Editing Text in the Inspector
- Editing Text Format
- Finding and Replacing Text
- Text Controls in the Format Pane
- Basic Formatting Controls
- Text Format-Related Tasks
- Editing Text Style
- Text Controls in the Style Pane
- Text Style-Related Tasks
- Using and Creating Preset Text Styles
- Editing Text Layout
- Text Controls in the Layout Pane
- Text Layout-Related Tasks
- Text Margin and Tab-Related Tasks
- Working with Text Glyphs
- Adding Behaviors and Filters to Text
- Using the Text HUD
- Animating Text
- Text Animation and Text Sequence Behaviors
- Sequence Text Behavior
- Scroll Text Behavior
- Text Tracking Behavior
- Type On Behavior
- Preset Text Sequence Behaviors
- Saving a Modified Text Behavior to the Library
- Using Other Behaviors with Text
- Using Behaviors to Animate Text in 3D
- Animating Text with Keyframes
- Animating with the Transform Glyph tool
- Working with Generators
- Using Filters
- About Filters
- Browsing and Previewing Filters
- Applying and Removing Filters
- Adjusting Filters
- Keyframing Filter Parameters
- Applying Behaviors to Filter Parameters
- Publishing Filter Parameters and Onscreen Controls
- Blur Filters
- Border Filters
- Color Correction Filters
- Distortion Filters
- Glow Filters
- Sharpen Filters
- Stylize Filters
- Tiling Filters
- Time Filters
- Video Filters
- Using Shapes, Masks, and Paint Strokes
- About Shapes, Masks, and Paint Strokes
- The Difference Between Shapes, Paint Strokes, and Masks
- Shape and Mask Drawing Tools
- Editing Shapes
- Creating Rectangles, Circles, and Lines
- Creating Paint Strokes
- Shapes as a Layer
- How to Edit Shapes
- Using Dynamic Guides and Snapping While Editing
- Displaying a Shape’s Control Points
- Selecting and Deselecting Control Points on a Shape
- Moving Control Points to Adjust a Shape
- Modifying Shape Edges
- Transforming Multiple Control Points
- Adding and Deleting Control Points
- Locking Control Points
- Editing Bezier Control Points
- Editing B-Spline Control Points
- Using a Shape Outline as a Paint Stroke
- Adding Shapes from the Library
- Copying Styles Between Shapes
- Shape Parameters
- Shape Controls in the HUD
- Creating Illustrations Using Multiple Shapes
- Creating Holes and Transparency in Shapes
- Applying Filters to Shapes
- Animating Shapes
- Shape Behaviors
- Keyframing Shape Animation
- Saving Shapes and Shape Styles
- Using Masks to Create Transparency
- Mask Parameters
- Applying Image Masks to a Layer
- Image Mask Parameters
- Using Masks to Aid Keying Effects
- Converting Between Shapes and Masks
- Manipulating Alpha Channels Using Filters
- 3D Compositing
- Motion Tracking
- About Motion Tracking
- How a Tracker Works
- Motion Tracking Behaviors
- Shape Track Points Behavior
- Track Behavior
- General Motion Tracking Workflow
- Match Move Workflows
- Using a Non-Match Move Four-Point Track for Corner-Pinning
- Stabilize Workflow
- Unstabilize Workflow
- Track Points Workflow
- Track Parameter Workflow
- Adjusting the Onscreen Trackers
- Strategies for Better Tracking
- Finding a Good Reference Pattern
- Manually Modifying Tracks
- When Good Tracks Go Bad
- Smoothing Tracking Keyframe Curves
- Converting Tracks to Keyframes
- Asking Motion for a Hint
- Giving Motion a Hint by Looking Ahead
- Manually Coaxing Your Track with Keyframes
- Tracking Images with Perspective, Scale, or Rotational Shifts
- Tracking Obscured or Off-Frame Points Using Offset Tracking
- Tracking Retimed Footage
- Troubleshooting Stabilizing Effects
- Removing Black Borders Introduced by Stabilizing
- General Tracking Guidelines
- Tracking and Groups
- Saving Tracks
- Tracking Behavior Parameters
- Working with Audio
- Sharing Motion Projects
- Share Menu
- Render Options for Sharing
- Sharing to Apple Devices
- Sharing to Disc or Creating a Disk Image
- Sharing to Podcast Producer and Email
- Sharing to Video Sharing Sites
- Exporting QuickTime, Audio, and Image Sequence Media
- Exporting Frames
- Exporting for HTTP Live Streaming
- Exporting Using Compressor
- Background Rendering
- About Share Monitor
- Appendix A: About Rasterization
- Appendix B: Video and File Formats
- Supported File Formats
- Popular Video Codecs for File Exchange
- 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
- Creating Graphics for 2K and 4K Projects
- Appendix C: Keyboard Shortcuts
- Enabling Function Keys on Portable Macintosh Computers
- General Interface Commands
- Motion Menu
- File Menu
- Edit Menu
- Mark Menu
- Object Menu
- View Menu
- Share Menu
- Window Menu
- Help Menu
- Audio list
- Tools
- Transport Controls
- View Options
- Miscellaneous
- HUD
- File Browser
- Inspector
- Keyframe Editor
- Layers
- Library
- Media List
- Timeline Editing and Navigating
- Keyframing Commands
- Shape and Mask Commands
- Toolbar
- 3D Commands
- Using the Command Editor
- Appendix D: Using Gestures
About Rigging and Widgets
When you rig an object in Motion, you create a set of master controls called widgets.
Widgets reside inside the rig and can affect nearly any parameter in any rigged object,
including behaviors, filters, particle systems, replicators, lights, cameras and so on. Widgets
can even control other widgets. There is no limit to the number of parameters each widget
affects, and you can use multiple widgets in a rig to create a customized control panel
where a few controls modify a wide range of parameters in the project.
You can publish widgets for use in Final Cut Pro X. When the template is opened in
Final Cut Pro, only the rig controls you specified in Motion are visible, allowing you to
modify a complex of parameters with a small set of controls.
Rigging is useful for a number of reasons. In addition to simplifying the workflow in
template modification, rigging can be used to limit the kind and value of changes
allowable in a template, ensuring that junior compositors and others in the production
pipeline adhere to established specs and client needs.
How Rigging Works
Rigging works through the use of snapshots. A snapshot is a record of the current state
of selected parameters in your project. Widgets allows you to switch between or even
interpolate between stored snapshots. For example, you can create a snapshot where
several text objects feature black type with a white shadow, and another snapshot that
features white text with a black shadow. A checkbox widget in a rig toggles between the
two states.
A checkbox widget that toggles between two states is the simplest rigging control. Slightly
more complex is the pop-up menu widget, which lets you select between multiple
parameter states. The slider widget offers more advanced control over multiple parameter
states. For example, a slider widget lets you make gradual changes from one state to
another or even use keyframes to control how the slider widget changes. You can choose
which parameters are modified in the snapshot in a number of ways (described in more
detail in Managing Parameter Snapshots.)
480 Chapter 10 Using Rigs










