2
Table Of Contents
- Motion User Manual
- Contents
- Motion 2 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 Objects in Your Project
- Deleting Objects From a Project
- Exchanging Media in a Project
- Object Media Tab Parameters
- Using Media in the Library
- Organizing Layers and Objects in Motion
- The Background of Your Project
- Selecting Objects and Layers in the Layers Tab
- Reorganizing Objects in the Layers Tab
- Nesting Layers Inside Other Layers
- Grouping and Ungrouping Objects
- Showing and Hiding Layers and Objects
- Fixing the Size of a Layer
- Locking Layers and Objects
- Collapsing and Uncollapsing Layer Hierarchies
- Renaming Layers
- Searching for Layers and Objects
- Sorting Layers and Objects in the Media Tab
- Customizing and Creating New Templates
- Basic Compositing
- Using the Timeline
- Using Behaviors
- Keyframes and Curves
- Using Text
- Working With Particles
- The Anatomy of a Particle System
- Using Particle Systems
- Creating Graphics and Animations for Particle Systems
- Advanced Particle System Controls
- Animating Objects in Particle Systems
- Using Behaviors With Particle Systems
- Applying Filters to Particle Systems
- Particle System Examples
- Saving Custom Particle Effects to the Library
- Using the Replicator
- The Difference Between the Replicator and a Particle System
- The Anatomy of the Replicator
- Using 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
- Blur Filters
- A Fun Effect That Can Be Used With All the Blur Filters
- 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
- Working With Audio
- Exporting Motion Projects
- Keyboard Shortcuts
- Video and File Formats
- Supported File Formats
- Standard Definition vs. 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
- Integration With Final Cut Pro
- Using Gestures
- Index
352 Chapter 5 Using Behaviors
Note: You can spin the arrow around the ring multiple times to rotate the object faster.
Parameters in the Inspector
Affect Objects: This parameter appears when Spin is applied to a layer or object (such
as a particle emitter or text) that contains multiple objects. When this checkbox is
turned on (default), each object within the parent object rotates as an individual
object. When this checkbox is turned off, the entire layer or object spins.
Increment: This pop-up menu lets you choose how the behavior’s effect progresses
over its duration in the Timeline. There are two choices:
• Continuous Rate: This command uses the Spin Rate parameter to spin the object by
a steady number of degrees per second.
• Ramp to Final Value: This command spins the object for the number of degrees
specified in the Spin To parameter over the behavior’s duration in the Timeline.
Spin Rate/Spin To: A dial controlling the speed at which the object spins. The Spin
Rate defines a continuous rate of spin in degrees per second. Spin To defines a number
of degrees to spin over that object’s duration. Negative values result in clockwise
motion, while positive values result in counter-clockwise motion.
Throw
The Throw behavior is the simplest way of setting an object in motion. Controls let you
adjust the speed and direction of a single force that’s exerted on the object at the first
frame of the behavior. After this initial force is applied, the object continues drifting in a
straight line at the same speed, for the duration of the Throw behavior.
A simple example of using the Throw behavior is to send a series of offscreen text
objects moving across the screen. When used in conjunction with other behaviors such
as Grow/Shrink and Fade In/Fade Out, you can create sophisticated moving titles
without keyframing a single parameter.
Controls direction and speed of spin
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