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
Chapter 1 Getting To Know Motion 37
Color
Some motion graphics projects may require you to match or align different colors in
your project. The Status Bar can provide visual and numerical information on the color
of the pixel currently under the pointer. No clicking is necessary—as you move the
pointer, the Status Bar updates.
To display the current pixel color in the Status Bar:
m
Control-click the Status Bar, then choose Color from the shortcut menu.
This allows you to see the exact color values of the examined pixel. You can view the
color numerically in one of three formats:
RGB: The red, green, and blue components of the color are represented in values from
0–255.
RGB (percent): The red, green, and blue components of the color are represented in
values from 1–100.
HSV: The hue is represented from 1–360, and the saturation and value (luminance) are
represented in values from 1–100.
To choose between viewing color in RGB, RGB (percent), and HSV:
m
Control-click the Status Bar, then choose the color space you want.
Note: Color must be enabled in the Status Bar to choose a color space.
Coordinates
For precision placement of objects in the Canvas, it may be helpful to know the exact
pixel position of the pointer at any given time. The Status Bar can display this
information in an X and Y coordinate system (Cartesian). The center point of the Canvas
is 0,0.
To display the current pointer position in the Status Bar:
m
Control-click the Status Bar, then choose Coordinates from the shortcut menu.
Frame Rate
Part of the way Motion plays your project back in real time is by lowering the frame
rate when the sequence is too complex to render at full speed. You can monitor the
current frame rate in the Status Bar. It is measured in frames per second (fps).
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