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
622 Chapter 9 Using the Replicator
Once you have replicated an object, you can quickly change the shape of the pattern
and animate its elements by animating the replicator parameters. You can also use
behaviors to animate many of the replicator parameters. In addition, the replicator has
a special behavior that allows you to animate the pattern’s elements in sequence over
the pattern.
The Difference Between the Replicator and a Particle System
Although the replicator and particle systems share many of the same parameters,
they are very different tools. While both use objects (shapes, text, images, and so on)
as cell sources and generate elements from those cells along or within a shape such
as a circle, line, or spiral, the cells are used differently by each tool. A particle system
uses the cell source as the “mold” for the particles that are generated by the emitter.
As mentioned in Chapter 13, Working With Particles, if you imagine that a garden hose
is a particle system, the nozzle acts as the emitter, while the water represents the flow
of particles. Particles are animated over time by default—they are born, move away
from the emitter, and die. The particle system is not designed for pattern-based
replication purposes.
In a replicator, elements are not emitted (they do not have “birth rate,” “life,” or
“speed” parameters) like particles. The replicator simply builds a pattern of static
copies of a source object in a shape and arrangement that you specify. Although the
replicated objects (elements) are static by default, the replicator parameters can be
animated. In a simple example, a star object is used as the source and replicated
along the outline of a circle. The Offset and Color parameters can be keyframed so
the stars travel around the circle while changing color.
The replicator also has a special behavior called Sequence Replicator that allows you
to sequence parameters, such as position, scale, and opacity, over the pattern of
elements. How the animation moves through the replicator pattern is determined by
the build style or origin of the replicator, as well as the parameters of the Sequence
Replicator behavior. This behavior works very similarly to the Sequence Text behavior.
For more information on using the Sequence Replicator behavior, see “
Using the
Sequence Replicator Behavior” on page 681.
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