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 9 Using the Replicator 697
As previously noted, the replicator also has a special behavior called Sequence
Replicator, which allows you to animate the individual cells in sequence over time. For
more information on the Sequence Replicator behavior, see “
Using the Sequence
Replicator Behavior” on page 681.
For more information on applying Parameter behaviors to the Sequence Replicator
behavior, see “
Using Parameter Behaviors With the Sequence Replicator Behavior” on
page 695.
To apply a behavior to a replicator, do one of the following:
m
Drag a behavior from the Library onto a replicator in the Canvas, Layers tab, or
Timeline.
m
Select the replicator in the Layers tab, Timeline Layer list, or Canvas, click the Add
Behavior icon in the Toolbar, then choose a behavior from the shortcut menu.
The behavior is applied to the replicator, which begins to move according to the
parameters of the behavior.
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.
For more information on behaviors, see “
Using Behaviors” on page 317.
Special Behavior Considerations
When Simulation behaviors, as well as the Spin and Throw behaviors, are applied to a
replicator that has animated parameters, some of the animation created by the
keyframes is ignored. For example, if the Angle parameter in the Cell Controls of the
Replicator tab is keyframed so that the pattern elements rotate over time and you
apply a Spin behavior—with the Affect Objects checkbox turned on (default)—the
elements rotate according to the rate set in the Spin behavior parameters, and ignore
the replicator’s Angle keyframes. To rotate the entire replicator object and enable the
Angle keyframe animation, turn off Affect Objects in the Spin parameters.
Simulation Behaviors and Keyframes
A good rule to keep in mind is that any Simulation behavior, as well as the Throw and
Spin behaviors (Basic Motion), applied to a replicator disables all animation that
affects the position or rotation or the individual elements.
To return to any keyframed animation that was created before you applied the
behavior, simply disable the behaviors. To disable a behavior, turn off its checkbox in
the Inspector, Layers tab, or Timeline Layer list.
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