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
454 Chapter 7 Using Text
Using Text in Motion
Text is added to your project directly in the Canvas—select the Text tool, click in the
Canvas, then start typing. Once a text object is created, you can add and edit text in the
Canvas or in the Text Editor in the Format pane of the Text Inspector. Once a text object
is created, you can put the text on a line or elliptical path, which can be animated.
When text is created, it becomes a text object. Like all other objects in Motion (clips,
images, or shapes), text objects can be moved, rotated, scaled, and easily animated
using the Basic Motion, Parameter, or Simulation behaviors (such as Throw, Randomize,
or Gravity), or by setting keyframes. Text objects can also be used as image mask
sources, as well as particle cell sources.
Unlike other objects in Motion, text has two of its own behavior categories: Text
Animation and Text Sequence behaviors. The text behaviors create text animation by
generating a range of values in the text parameters specific to titling effects. For
example, drag the Text Tracking behavior onto a text object, and the text characters
gracefully spread out across the Canvas over time without setting any keyframes. You
can choose to work with or without keyframes using the Text Sequence or Text
Animation behaviors.
Although text has its own special behaviors, you can apply any Basic Motion,
Parameter, or Simulation behavior to a text object. For more information on these types
of behaviors, see “
Using Behaviors” on page 317.
Although behaviors are designed for more free-form graphics, they are an ideal way to
interactively test different text treatments without setting keyframes. You can quickly
adjust the rate of an applied behavior using the behavior’s Dashboard, while the
animation updates in the Canvas. For more control, you can access all of the
parameters for a behavior in the Inspector. If your project requires specific timing and
positioning of the text objects, you can still use behaviors to test effects, and then
create keyframes after you know what you want to do. Or (like many other behaviors),
you can create keyframes from the applied text behaviors by using the Convert to
Keyframes feature. This allows you to fine-tune the animation created by the text
behaviors.
Using behaviors is not required to animate text, however, since you can create your
text animation by using traditional keyframing, or by combining both techniques.
Note: Although you can apply keyframes and behaviors to a text object, some thought
must be given to the effect you are trying to create since this workflow can defeat the
purpose of behaviors, as well as yield unexpected results. For more information on
combining behaviors and keyframes, see “
Using Behaviors” on page 317.
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