5.1.1
Table Of Contents
- Contents
- Chapter 1: Motion basics
- Chapter 2: Introduction to the Motion interface
- Chapter 3: Motion menus
- Chapter 4: Preferences
- Chapter 5: User interface controls
- Chapter 6: Create and manage projects
- Chapter 7: Basic compositing
- Chapter 8: Timeline
- Timeline overview
- Manage Timeline layers
- Manage Timeline layers overview
- Enable Timeline tracks
- Timeline track display
- Collapse and expand groups and layers
- Lock Timeline tracks
- Manage audio-video links
- Timeline view options
- Zoom in the Timeline
- Adjust Timeline track height
- Customize track display
- Name objects in the Timeline layers list
- Manage track order
- Nest groups and layers
- Add objects to the Timeline
- Edit objects in the Timeline
- Display and modify keyframes in the Timeline
- Work in the ruler
- Markers
- Mini-Timeline
- Chapter 9: Behaviors
- Behaviors overview
- Behaviors versus keyframes
- Browse for behaviors
- Where applied behaviors appear
- Use behaviors
- Modify behaviors
- Work with behaviors
- Behavior order of operations
- Modify behavior timing
- Combine behaviors with keyframes
- Animate behavior parameters
- Save and share custom behaviors
- Basic Motion behaviors
- Parameter behaviors
- Retiming behaviors
- Simulation behaviors
- Additional behaviors
- Chapter 10: Rigs and widgets
- Chapter 11: Final Cut Pro X templates
- Final Cut Pro X templates overview
- Template types
- How templates work
- Create and edit an effect
- Create and edit a title
- Create and edit a transition
- Create and edit a generator
- Use images in template placeholders
- Publishing parameters in templates
- Animation and timing in templates
- Template markers
- Template resolution
- Using masks in templates
- Template files and media save location
- Add multiple display aspect ratios to a template
- Tips for creating templates
- Chapter 12: Keyframing
- Chapter 13: Keying
- Chapter 14: Particles
- Particles overview
- Anatomy of a particle system
- Particle systems and layer sizes
- Create particle systems
- Adjust a particle emitter in the HUD
- Adjust a particle emitter and its cells in the Inspector
- Adjust a particle emitter in the Properties Inspector
- Particle Emitter Timing controls
- Create graphics for particle systems
- Animate objects in particle systems
- Use masks with particle systems
- Apply filters to particle systems
- Particle system examples
- Save custom particle effects to the Library
- Chapter 15: Replicator
- Replicator overview
- Anatomy of a replicator
- About replicator cell source layers
- Create a replicator
- Adjust a replicator and cells in the HUD
- Adjust a replicator and cells in the Inspector
- Adjust a replicator in the Properties Inspector
- Replicator Timing controls
- Use replicator onscreen controls
- Use image and geometry objects
- Animate replicators
- Animate replicators overview
- Apply behaviors to replicators
- Special behavior considerations
- Apply the Sequence Replicator behavior
- Add parameters to the Sequence Replicator behavior
- Adjust the Sequence Control parameters
- Sequence Replicator controls
- Use the Sequence Replicator Custom Traversal option
- Use Parameter behaviors with the Sequence Replicator behavior
- Display replicator animation curves in the Keyframe Editor
- Use replicators in 3D space
- Use masks with replicators
- Apply filters to replicators
- Save custom replicators to the Library
- Chapter 16: Text
- Text overview
- Set preferences for text
- Create text
- Use text files created externally
- Ways to edit text
- Text tools in the toolbar
- About fonts
- Text HUD
- Text Inspector
- Edit text format
- Edit text style
- Edit text layout
- Text Layout pane
- Layout controls in the Layout pane
- Text Rendering controls in the Layout pane
- Behavior controls in the Layout pane
- Type On controls in the Layout pane
- Path Options controls in the Layout pane
- Text path-related tasks
- Margins controls in the Layout pane
- Tab controls in the Layout pane
- Margin and tab-related tasks
- Text glyphs
- Find and replace text
- Apply filters to text
- Chapter 17: Animated text
- Animated text overview
- Text animation behaviors
- Sequence Text behavior
- Scroll Text behavior
- Text Tracking behavior
- Type On behavior
- Preset Text Sequence behaviors
- Save a modified text behavior to the Library
- Use behaviors to animate text in 3D
- Animate text with keyframes
- Animate with the Transform Glyph tool
- Add nontext behaviors to text
- Chapter 18: Generators
- Chapter 19: Filters
- Filters overview
- Browse and preview filters
- Apply and remove filters
- Filter performance considerations
- Filters and cropping
- Adjust filters
- Animate filter parameters
- Apply behaviors to filter parameters
- Publish filter parameters and onscreen controls
- Manipulate alpha channels using filters
- Blur filters
- Border filters
- Color Correction filters
- Distortion filters
- Glow filters
- Sharpen filters
- Stylize filters
- Tiling filters
- Time filters
- Video filters
- Chapter 20: Shapes, masks, and paint strokes
- Shapes, masks, and paint strokes overview
- Draw simple shapes
- Add shapes from the Library
- Draw complex spline shapes and masks
- Edit shape fill, outline, and feathering
- Draw paint strokes
- Edit control points
- Edit control points overview
- Display control points
- Select and deselect control points
- Move control points to adjust a shape
- Modify shape edges
- Transform multiple control points
- Add and delete control points
- Lock control points
- Edit Bezier control points
- Edit B-Spline control points
- Use dynamic guides and snapping
- Shape parameters
- Edit shapes as layers
- Shape behaviors
- Keyframe the Shape Animation parameter
- Save shapes and shape styles
- Copy styles between shapes
- Masks and transparency
- Convert between shapes and masks
- Chapter 21: 3D compositing
- Chapter 22: Motion tracking
- Motion tracking overview
- How a tracker works
- Tracking behaviors
- Tracking workflows
- Adjust onscreen trackers
- Strategies for better tracking
- General tracking guidelines
- Basic strategies to improve tracking results
- Advanced strategies to improve tracking results
- Track perspective, scale, or rotational shifts
- Track obscured or off-frame points
- Track retimed footage
- Basic strategies to improve stabilization
- Remove black borders from stabilized clips
- Track groups
- Save tracks
- Tracking behavior controls
- Chapter 23: Audio
- Chapter 24: Share Motion projects
- Share Motion projects overview
- Share to Apple devices
- Share to iMovie, GarageBand, and other Apple applications
- Create a DVD, Blu-ray disc, AVCHD disc, or disk image
- Share to email
- Publish to video-sharing sites
- Export a QuickTime movie
- Export audio only
- Export an image sequence
- Export a still image
- Export for HTTP Live Streaming
- Export using Compressor
- Render settings
- Background rendering
- About Share Monitor
- Chapter 25: About rasterization
- Chapter 26: Video and file formats
- Chapter 27: Gestures
- Chapter 28: Keyboard shortcuts
- Keyboard shortcuts overview
- Enable function keys on portable Macintosh computers
- General interface commands
- Menu commands
- Audio list
- Tools
- Transport controls
- View options
- Miscellaneous
- HUD
- File Browser
- Inspector
- Keyframe Editor
- Layers
- Library
- Media list
- Timeline editing and navigating
- Keyframing commands
- Shape and Mask commands
- Toolbar
- 3D commands
- Use the Command Editor
Chapter 3 Motion menus 105
Isolate is available only in projects that contain a camera. When an object can be isolated,
a small Isolate button appears to the right of the object’s name in the Layers list. Click the
button to isolate the object. When you isolate an object, the object name appears in the
Camera menu in the Canvas as the name of your current view. Isolating a camera activates
that camera’s view. You cannot isolate a light or rig. (Control-I)
•
Lock: Prevents any changes from aecting the selected object. When the selected object is
locked, the menu item has a checkmark beside it. (Control-L)
•
Unsolo: Accesses a submenu that lets you turn a soloed object back to its normal state. There
are three choices: Video Only (Control-Shift-S), Audio Only, or Video and Audio. This menu item
is available only when a soloed object is selected.
•
3D Group: Changes the selected group to a 3D group. Deselecting the menu option changes
the group back to a 2D group (Control-D).
•
Blend Mode: Accesses a submenu for setting the blend mode of the selected layer. An object
must be selected for blend mode options to be available. A layer can only have one blend
mode set at a time. The current setting is indicated with a checkmark beside the menu item.
For descriptions and examples of the various blend modes, see How blend modes work on
page 231.
•
Add Image Mask: Adds a mask to the selected layer. (Shift-Command-M)
•
Add Keyframe: Adds a keyframe to the selected object, based on the last parameter adjusted.
The name change is based on your last action (positioning an object, adjusting the scale
handles, and so on). (Control-K)
•
Convert to Keyframes: Converts all behaviors to keyframes on the parameters that the
behaviors aect. This command is available only when the selected object or objects have
behaviors applied. (Command-K)
•
Convert to Mask: Converts a selected shape to a mask and applies the mask to the enclosing
group. This command is available only when the selected object is a shape in a 2D group
or a attened 3D group. For more information on converting shapes to masks, see Convert
between shapes and masks on page 905.
•
Make Particles: Uses the selected layer as a cell source for a new particle emitter. (E)
•
Replicate: Replicates the selected layer. (L)
•
Make Clone Layer: Creates a clone of the selected layer or group. In a motion graphics project,
sometimes it is necessary to reuse an object in other parts of the project multiple times.
Although you can duplicate or cut and paste any object, if you update the original, none of
the changes you make are applied to the copies. Making clone layers instead of duplicates
lets you control all copies by modifying the original and also improves project playback and
rendering performance.
Each cloned item is copied and named “Clone Layer,” “Clone Layer 1,” and so on. When you
clone a layer, the cloned layer is placed in its original group. When you clone a group, a new
group is created that contains the clone. Cloned items are identied in the Layers list with an
icon for a cloned layer and an icon for a cloned group. For more information, see Make clone
layers on page 226.
•
Reveal Source Media: Opens the Media list and highlights the item that corresponds with the
selected object. The Inspector is also updated to reveal the properties of the source media.
(Shift-F)
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