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
370 Chapter 5 Using Behaviors
There are 11 different kinds of behaviors in Motion.
 Audio behaviors are applied to audio files to create simple audio effects, such as fade-
ins and fade-outs, pans, and fly-bys. There is also a separate Audio Parameter
behavior that can be applied to the parameters of nearly any object. For more
information on Audio behaviors, see “Audio Behaviors” on page 1139.
 Basic Motion behaviors are among the simplest behaviors. They animate specific
parameters of the object to which they are applied. Some affect position while
others affect scale or rotation. Examples include Fade In/Fade Out, Spin, and Throw.
All of the Basic Motion behaviors can be applied to images and clips, particle
emitters, shapes, text, and so on. Most of the Basic Motion behaviors can be applied
to cameras and lights.
 Camera behaviors are specifically designed to be applied to a camera in a 3D project
and create basic camera moves such as dolly moves, panning, and zooming. For
more information on using Camera behaviors, see “3D Compositing” in the Motion
Supplemental Documentation PDF.
 Motion Tracking behaviors perform multiple tasks. While all tracking behaviors analyze
the motion present in a clip, the application of that data varies depending on the
specific behavior. For example, the Stabilize behavior stabilizes movement in a clip
that may have been created by camera shake. The Match Move behavior analyzes the
motion in an object (such as a clip) and applies that motion to another object to
integrate it with the tracking source. For more information on using the Motion
Tracking behaviors, see “Motion Tracking” in the Motion Supplemental Documentation
PDF.
 Parameter behaviors can be applied to the parameters of any object (including filters
and behaviors) and their effects are limited to just that parameter. The same
Parameter behavior can be added to different parameters, resulting in completely
different effects. For example, you can apply the Oscillate behavior to the opacity of
text to make it fade in and out, or you can apply it to the rotation of a shape to make
it rock back and forth. You can also apply Parameter behaviors to filter parameters,
generator parameters, the parameters of particle systems and replicators, or even the
parameters of other behaviors. Examples include Oscillate, Randomize, and Reverse.
Most Parameter behaviors can be applied to cameras and lights.
 Particles behaviors are specifically designed to be applied to a particle emitter or cells
within particle systems. These behaviors affect how individual particles are animated
over the duration of their life. For more information on using particle behaviors, see
“Using Particles Behaviors” on page 738.