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
Chapter 2 Creating and Managing Projects 185
About Bit Depth
When working with images, an increase in bits per pixel for those images means more
color information becomes available. A one-bit-per-pixel bitmap image is comprised of
purely black or white image pixels (no shades of gray).
A grayscale image comprises image pixels with 256 levels of gray. Each pixel requires 8
bits to represent the 256 shades of gray. Therefore, the bit depth of a grayscale image is
8 (2
8
= 256).
An RGB image can comprise image pixels with 256 shades of each of the primary
colors—red, green, and blue. In this case, there are 2
8
(256) shades of each color
component. This creates more than 16.7 million possible colors (256 x 256 x 256 > 16.7
million). The bit depth of an RGB image can be 24 (8 bits for each color), and the bit
depth of an RGBA image (red, green, blue, and an alpha channel) can be 32 (8 bits for
each color + alpha channel). The bit depth of an alpha channel describes the
transparency of each pixel. Although these images are 24- and 32-bit, such color
images are often referred to as 8-bit (because of the 8 bits per channel).
Note: An RGB image does not necessarily imply 8 bits per pixel.
Motion’s bit depth setting is bits-per-channel. In an 8-bit Motion project, the 256 levels
of color are represented on an integer scale of 0–255 (where 0 represents black and 255
represents white). All of your operations are clamped within that 0–255 range. There is
a one-to-one ratio between each number and its represented color. In 8-bit mode, 16.7
million colors can be represented—equalling the number of possible combinations of
256 different color values from each Red, Green, and Blue channel. Although that is a
large number of colors, it is often helpful to have finer gradations of colors available.
Using floating point calculations, color shades can be subdivided into an enormous
amount of intermediate colors, providing orders of magnitude more colors available to
your project palette. Incredibly small increments of color can be represented in 16-bit
float, and even finer increments in 32-bit float.
The bit depth of your source footage will often determine the bit depth of your project.
Even if your source footage is 8-bit, you may want to work in a project with a higher bit
depth to achieve better results. When you increase the bit depth of your project, you
are not introducing any new color information to the original images. However,
operations such as keying, color correction, applying blur or other filters with high
parameter values, or creating graphics that require very smooth color gradients can
benefit from the new number of possible color levels.
Important: There is a price for working in higher bit depths, however. And that price is
paid in processing time. Remember also that because Motion is hardware dependent,
most systems have a limitation on the size of imported files. For more information on
the required hardware, visit the Motion website at http://www.apple.com/
finalcutstudio/motion.