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
424 Chapter 5 Using Behaviors
HUD Control
The HUD has an object well, a Transition slider, a Speed pop-up menu that allows you
to define the object’s velocity, an Axis pop-up menu to choose which axis should point
at the target once the movement is complete, and an Invert Axis checkbox.
Parameters in the Inspector
Object: A well that defines the target object. To set the target object, drag the object
from the Layers tab to the Object well in the Point At HUD or Inspector. You can also
drag the target object from the Layers tab onto the Point At behavior.
Transition: This slider determines how long it takes for the object to go from its
starting orientation to pointing at the center of the target object. This parameter is
useful when the object is pointing at a moving target object.
If Transition is set to 50% in a 300-frame project, and the target object is not moving,
the point-at object takes 150 frames to point at (or orient to) the center of the target
object and then stops moving for the duration of the behavior. If Transition is set to
100%, the point-at object takes the full 300 frames to point at the target object. If the
Point At behavior’s duration is 100 frames, and Transition is set to 50%, the point-at
object takes 50 frames to orient to the target object.
If Transition is set to 50% in a 300-frame project, and the target object is animated, the
point-at object takes 150 frames to point at (or orient to) the center of the target object
and then continues following the animated target object for the duration of the
behavior. If Transition is set to 100%, the point-at object takes the full 300 frames to
point at the target object.
Speed: A pop-up menu that defines the object’s velocity from its position in the
Canvas to the position of the target. There are six choices:
 Constant: The object moves at a steady speed from its position toward the target.
 Ease In: The object starts at a slow speed, then reaches and maintains a steady
speed toward the target.
 Ease Out: The object starts at a steady speed, then slows down as it gradually
decelerates to a stop when it reaches the target.
 Ease Both: The object slowly accelerates and then slows down as it gradually
decelerates to a stop when it reaches the target.
 Accelerate: The object moves toward the target with increasing speed.
 Decelerate: The object moves toward the target with decreasing speed.
Axis: A pop-up menu that lets you align the rotation of the object to the X, Y, or Z axis.
The default axis is Z. This parameter specifies which axis points at the target once the
movement is complete.