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
610 Chapter 8 Working With Particles
Animating Objects in Particle Systems
You can animate any emitter or cell parameter in a particle system by using Parameter
behaviors or by keyframing them. If you animate emitter-specific parameters such as
Emission Angle or Emission Range, the position and distribution of new particles
generated by that emitter are animated. All animation occurs relative to the duration of
the emitter. This works the same way for cell parameters and emitter parameters. If the
parameters are animated, then it only affects how particles are created. It does not
affect existing particles.
Animating an emitter’s Properties tab parameters is useful for altering the position and
geometric distribution of a particle system over time. Keyframing an emitter object’s
Position parameter moves the source of newly emitted particles without affecting any
particles that were generated at previous frames, which creates a trail of particles.
Keyframing an emitter’s Emitter tab parameters is a good way to modify the particle
system’s overall characteristics over time, such as increasing or decreasing the size,
speed, or lifetime of newly generated particles.
For an example of a keyframed emitter object in a particle system, see “
Example 2:
Creating Animated Pixie Dust” on page 615. For more information on keyframing
parameters in the Curve Editor, see “Keyframes and Curves” on page 401.
Using Behaviors With Particle Systems
You can add behaviors to a particle system’s emitter, or to the cells themselves, to
quickly achieve sophisticated, organic effects with very little effort.
Applying Behaviors to Emitters
Attaching the Motion Path and Snap Alignment to Motion behaviors to an emitter
affects the position of the source of all new generated particles. Throw and Spin affect
the position and rotation, respectively, of the emitted particles, unless Affect Objects is
turned off.
With all Basic Motion Behaviors, once individual particles emerge, they’re unaffected by
changes to the position of the emitter. This means that moving the emitter around the
screen using behaviors results in the creation of a trail of particles that behave
according to their particle cell parameters.
Note: This effect can be overridden by turning on a cell’s Attach to Emitter parameter.
To apply a behavior to an emitter:
m
Drag a behavior from the Library onto an emitter in the Canvas, Layers tab, or Timeline.
The behavior is applied to the emitter, which begins to move according to the
parameters of the behavior.
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