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
430 Chapter 5 Using Behaviors
In the 2D and 3D Throw HUDs, press the Shift key while dragging the arrow to
constrain it to 45 degree angles. In the 2D HUD, press the Command key to change the
arrow’s direction without affecting its length.
Note: The maximum speed you can define with the HUD is not the maximum possible
speed. Higher values can be entered into the Increment parameter in the Behaviors tab
of the Inspector.
Parameters in the Inspector
Affect Subobjects: This parameter appears when Throw is applied to an object that
contains multiple objects, such as a group, particle emitter, or text. When this checkbox
is turned on, each object within the parent object moves as an individual object. When
this checkbox is turned off, the entire layer or group moves as a whole.
Increment: This pop-up menu lets you choose how the behavior’s effect progresses
over its duration in the Timeline. There are two choices:
 Continuous Rate: This command sets the speed of the object at a steady number of
pixels per second, specified in the Throw Velocity parameter.
Note: If the Canvas is displaying a nonsquare pixel image, the vertical rate is in pixels
per second, and the horizontal rate is the perceptual equivalent.
 Ramp to Final Value: This command moves the object from its original position to
the specified distance (in pixels) in the Throw Distance parameter.
Throw Velocity/Throw Distance: When the Increment pop-up menu is set to
Continuous Rate, the Throw Velocity parameter appears, which lets you set a
continuous speed for the object to move in X, Y, or Z space. When the Increment pop-
up menu is set to Ramp to Final Value, the Throw Distance parameter appears, which
sets a total distance (in pixels) for the object to travel in X, Y, and Z space over its
duration. The slider is limited to 100 pixels. Use the value field to enter values greater
than 100.
Related Behaviors
“Motion Path,” “Gravity,” “Random Motion,” “Wind”
Parameter Behaviors
These behaviors can be applied to any object parameter that can be animated, 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 an object to make it fade in and
out, or you can apply it to the rotation of an object to make it rock back and forth. You
can also apply parameter behaviors to filter parameters, generator parameters, the
parameters of particle systems, or even the parameters of other behaviors. Examples
include Oscillate, Randomize, and Reverse.