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 8 Working With Particles 611
Note: Not all behaviors instantly activate an object when applied. For example, when a
Throw behavior is applied to an object, the Throw Velocity parameter must be adjusted
before the object moves.
Applying Behaviors to Cells
Simulation behaviors that are applied directly to cells are in turn applied to each
individual particle generated from that cell. This can result in some extremely complex
animations as dozens of particles move according to the behaviors you’ve defined.
Behaviors applied to cells have no effect on the position of the emitter. Parameter
behaviors on a cell only affect particles when they are created.
To apply a behavior to a cell:
m
Drag a behavior from the Library to a cell in the Layers tab or Timeline.
The behavior is applied to the cell, and all particles generated from that cell begin to
move according to the parameters of the behavior.
Tip: If you do not see your expected result when applying behaviors to particle cells, try
turning the Affect Objects parameter on or off, or selecting a different option from the
Affect pop-up menu. These parameters determine whether the entire object (such as
the particle emitter) or its components (such as the particle cells) are affected by the
behavior and how an object interacts with surrounding objects, respectively.
Note: The Affect Objects checkbox only appears in the Inspector when the Throw and
Spin behaviors are applied to an object that contains multiple objects, such as a layer,
particle emitter, or text.
The Particles Behavior Category
There is one category that contains a behavior specifically for use with the cells or
emitter in a particle system. The Particles category contains the Scale Over Life
behavior. This behavior lets you grow or shrink the particles in a system over the
duration of each particle’s life. It has one main parameter, and three optional
parameters that appear depending on the Increment Type option that’s chosen:
Increment Type: Choose which method is used to resize particles generated with a
particle effect. There are three options to choose from.
• Rate: Specifies a steady rate at which particles change size over their entire lifetimes.
A Scale Rate parameter appears in the Inspector (and becomes available in the
Dashboard), allowing you to define how quickly each particle changes size. Positive
values grow particles over time, while negative values shrink particles over time.
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