3
Table Of Contents
- Motion User Manual
- Contents
- Motion 3 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 Layers in Your Project
- Deleting Objects from a Project
- Exchanging Media in a Project
- Object Media Tab Parameters
- Using Media in the Library
- Behaviors and Filters
- Third-Party Filters
- Image Units (Filters)
- Generators
- Image Units (Generators)
- Particle Emitters
- Replicators
- Shapes
- Gradients
- Fonts and LiveFonts
- Text Styles
- Shape Styles
- Music and Photos
- Content
- Favorites and the Favorites Menu
- Adding Your Own Content to the Library
- Using Custom Objects from the Library
- When Library Media Becomes Unavailable
- Organizing Groups and Layers in Motion
- Background of Your Project
- Selecting Layers and Groups in the Layers Tab
- Reorganizing in the Layers Tab
- Nesting Groups Inside Other Groups
- Grouping and Ungrouping Layers
- Showing and Hiding Groups and Layers
- Fixing the Size of a Group
- Locking Groups and Layers
- Collapsing and Uncollapsing Group Hierarchies
- Renaming Groups
- Searching for Groups and Layers
- Sorting Objects in the Media Tab
- Customizing and Creating New Templates
- Basic Compositing
- Using the Timeline
- Using Behaviors
- Behaviors Versus Keyframes
- Browsing for Behaviors
- Applying and Removing Behaviors
- Modifying Behaviors
- Working with Behaviors
- Changing the Timing of Behaviors
- Animating Behavior Parameters
- Saving and Sharing Custom Behaviors
- Behavior Descriptions
- Basic Motion Behaviors
- Examples of Using Basic Motion Behaviors
- Parameter Behaviors
- Examples of Using Parameter Behaviors
- Audio, Camera, Motion Tracking, Particles, Replicator, Shape, and Text Behaviors
- Retiming Behaviors
- Retiming Behaviors Versus Timing Controls in the Inspector
- Simulation Behaviors
- Examples of Using Simulation Behaviors
- Behavior Examples
- Keyframes and Curves
- Using Text
- Using Text in Motion
- Using Text as Particle and Replicator Source Objects
- Setting Layer Duration Preferences
- Working with Text
- About Fonts
- Using the Text Tools
- Editing Text in the Inspector
- Using Text Animation and Text Sequence Behaviors
- Using Other Behaviors With Text
- Using Behaviors to Animate Text in 3D
- Animating Text with Keyframes
- Using LiveFonts
- Using Text in Motion
- Working with Particles
- Using the Replicator
- The Difference Between a Replicator and a Particle System
- Anatomy of a Replicator
- Using the Replicator
- Using Replicators in 3D
- Applying Masks to 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
- About Rasterization
- Blur Filters
- Blur Filters Without the Mix Parameter
- 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
- The Difference Between Shapes, Paint Strokes, and Masks
- Shape and Mask Drawing Tools
- Creating and Editing Shapes
- Illustrating Using the Shape Tools
- Shape Parameters in the Inspector
- Animating Shapes
- Saving Shapes and Shape Styles
- Masking Layers to Create Transparency
- Applying Image Masks to a Layer
- Using Masks to Aid Keying Effects
- Manipulating Alpha Channels Using Filters
- Working with Audio
- Exporting Motion Projects
- Keyboard Shortcuts
- Video and File Formats
- Supported File Formats
- Standard Definition Versus 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
- Working with FinalCutPro
- Using Motion with FinalCutPro
- Using Motion Templates in FinalCutPro
- Using Gestures
- Using Motion and After Effects
- Index
1012 Chapter 12 Using Shapes and Masks
3 Once the shape is created, press S or Esc to select the Select/Transform tool to exit line-
drawing mode.
The Shape HUD appears.
Note: Rectangles and circles can be converted into paint strokes by selecting the
shape’s Outline checkbox and choosing a different brush type in the Inspector. By
default, a line is an outline. For more information, see “Using a Shape Outline as a Paint
Stroke” on page 1027.
Creating Paint Strokes
Unlike a freehand Bezier or B-Spline shape that is drawn one point at a time, a paint
stroke is created with one continuous movement.
Note: The Paint Stroke feature is a design and graphics tool, not a retouching or
rotoscoping tool.
There are two ways to create a paint stroke:
 Use the Paint Stroke tool in the Toolbar and draw a stroke in the Canvas using a
stylus and tablet (or a mouse).
 Create a shape (paint stroke, line, rectangle, or circle) in the Canvas, select the Outline
checkbox, and modify the outline in the Style pane of the Shape Inspector.
To access additional paint stroke controls in the Stroke and Advanced panes of the
Shape Inspector, the Brush Type parameter in the Style pane must be set to Airbrush or
Image.
Note: This section discusses creating a paint stroke using the Paint Stroke tool in the
Toolbar. For information about converting a shape to an editable paint stroke, see
“Using a Shape Outline as a Paint Stroke” on page 1027.
The Paint Stroke tool creates a shape outline that is comprised of dabs. Dabs—
analogous to the cells of a replicator or particle emitter—define the appearance of the
stroke. While particle cells emit a a variety of different particle types, paint has only a
single dab type. The dabs can be very close together or spaced widely apart along the
stroke. The dabs’ color, opacity, spacing, scale, angle, and so on can be modified once a
stroke is created in the Inspector.
For more information on modifying a paint stroke after the stroke is created, see
“Shape Parameters in the Inspector” on page 1031.
Paint strokes can be animated using behaviors or by keyframing. In addition to Basic
Motion, Simulation, and Parameter behaviors, shapes have their own category of
behaviors that includes a behavior that allows you to sequence effects over the length
of the stroke. For more information on using the Shape behaviors, see “Animating
Shapes” on page 1063.