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 14 Particles 534
•
Frequency: This slider, available when Wave is chosen in the Shape pop-up menu, denes the
number of waves. Higher values result in more waves.
•
Phase: This dial, available when Wave is chosen in the Shape pop-up menu, denes the
degrees of the oset of the waves from the start and end points of the path. When set to 0
degrees (default), the wave begins and ends at half the distance from the highest point to the
lowest point in the wave. When set to 90 degrees, the wave begins and ends at the highest
point in the wave. When set to 90 degrees, the wave begins at the lowest point in the wave.
When set to 180 degrees, the waves are the same as 0 degrees, but inverted.
•
Damping: This slider, available when Wave is chosen in the Shape pop-up menu, determines
the direction of progressive diminishment of the oscillation of the wave. Positive damping
values diminish the wave forward (from left to right); negative values diminish the wave
backward (from right to left).
•
Oset: This slider becomes available when any of the following is chosen in the Shape pop-up
menu: Line, Rectangle (with Arrangement set to Outline), Circle (with Arrangement set to
Outline), Burst, Spiral, Wave, Geometry, or Image. This parameter osets the emitter itself or the
particles generated on the shape. For example, when the emitter Shape is a Line, changing the
Oset value moves the emitter’s position in the Canvas. When the emitter Shape is a Rectangle
and Pattern is set to Outline, changing the Oset value moves the particles along the edge of
the shape.
•
3D: When this checkbox is selected, the 3D emitter shapes (Box and Sphere) become available.
Because all emitter shapes can be used in 3D space, additional 3D parameters are available for
all emitter shapes when the 3D checkbox is selected: Render Particles, Emission Latitude, and
Emission Longitude. These additional parameters appear in the Emitter Inspector and HUD.
These parameters are available for all shapes, regardless of the Arrangement setting.
Note: When the 3D checkbox is selected, particles cannot receive reections, and the
Reections parameter (in the Properties Inspector) is no longer available for the emitter.
Additionally, when the 3D checkbox is selected, In Global 3D (Better) must be selected from
the Render Particles pop-up menu for particles to cast shadows and to be aected by lights.
For more information on the additional 3D controls in the HUD, see Emitter HUD controls on
page 522.
•
Emission Angle: This dial, available when the Shape pop-up menu is set to a 2D shape, sets
the direction in which particles travel. This parameter works in conjunction with the Emission
Range parameter. It is equivalent to one of the functions of the graphical emission control in
the Emitter HUD.
Note: When using an emitter shape other than a Point, such as a Line, Circle, Rectangle,
Spiral, Burst, or Wave, and Outline is chosen from the Arrangement pop-up menu, setting the
Emission Angle parameter to 180 degrees and the Emission Range parameter to 0 degrees
restricts the emission of particles to the inside of the shape. Setting the Emission Angle
parameter to 0 degrees and the Emission Range parameter to 0 degrees restricts the emission
of the particles to outside of the shape.
•
Emission Range: A dial that restricts the area around the center of each emission point where
particles are generated, in the direction of the Emission Angle. It is equivalent to one of the
functions of the graphical emission control in the Emitter HUD.
Note: When using a Line, Circle, Rectangle, Spiral, Burst, or Wave (but not Geometry) shape,
setting the Emission Range parameter to 0 degrees keeps particles perpendicular to the
emitter when they emerge.
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