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
612 Chapter 8 Working With Particles
• Birth and Death Values: Specify starting and ending scale percentages that are used
to animate each particle’s size over its lifetime. Two parameters appear in the
Inspector (and become available in the Dashboard) when this option is selected.
Scale At Birth determines the initial size of particles when they are first created. Scale
At Death determines the size of each particle at the end of its lifetime. The scale
amount generated by this behavior for a specific particle at a specific time is
multiplied by the pre-existing particle Scale.
• Custom: Displays the Custom Scale parameter in the Inspector (and becomes
available in the Dashboard), allowing you to set the size of each particle generated
by that cell. You can attach a parameter behavior to this parameter to create different
animated effects, or keyframe the parameter. The duration of the behavior is treated
as the particle’s lifetime. For more information on using Parameter behaviors, see
“
Parameter Behaviors” on page 354.
Applying Filters to Particle Systems
Filters can only be applied to a particle system’s emitter. As a result, filters always affect
the entire particle system, including every single cell, as if it was a single object.
Individual cells cannot have separate filters applied to them.
For more information on applying filters to objects in your project, see “
Using Filters”
on page 701. For more information on keyframing particle system parameters, see
“
Animating Objects in Particle Systems” on page 610.
Light Valve particle system default
Light Valve with Bulge filter applied
01112.book Page 612 Sunday, March 13, 2005 10:36 PM