5
Table Of Contents
- Motion 5 User Manual
- Contents
- Welcome to Motion
- About Motion and Motion Graphics
- The Motion Interface
- Project Browser
- Workspace Overview
- File Browser
- Library
- Inspector
- Toolbar
- Timing Display
- Canvas
- Viewing the Canvas or Timing Pane on a Second Display
- Project Pane
- Timing Pane
- HUD
- Text Field Shortcut Menu
- User Interface Controls
- Motion Menus
- Preferences
- Creating and Managing Projects
- Creating Projects
- Managing Projects
- Adding Media to a Project
- Managing Layers in a Project
- Deleting Objects from a Project
- Exchanging Media in a Project
- Source Media Parameters
- File Types Supported by Motion
- Using Media in the Library
- Organizing Groups and Layers in Motion
- Background of a Project
- Selecting Layers and Groups in the Layers List
- Reorganizing in the Layers List
- 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 list
- Customizing and Creating Templates
- Basic Compositing
- Using the Timeline
- About the Timeline
- Timeline Layers List
- Adding Objects to the Timeline Layers List
- Adding Layers to the Track Area
- Editing Objects in the Timeline
- Working in the Ruler
- Adding Markers
- Mini-Timeline
- Using Behaviors
- Behavior Concepts
- 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
- Basic Motion Behaviors
- Parameter Behaviors
- Retiming Behaviors
- Simulation Behaviors
- Additional Behaviors
- Using Rigs
- Creating Templates for Final Cut Pro X
- About Templates
- Creating an Effect for Final Cut Pro X
- Modifying a Final Cut Pro X Effect in Motion
- Example: Modifying the Bokeh Random Effect
- Advanced Example: Creating an SLR Effect Template Using Rigging
- Creating a Title for Final Cut Pro X
- Modifying a Final Cut Pro X Title in Motion
- Creating a Transition for Final Cut Pro X
- Modifying a Final Cut Pro X Transition in Motion
- Example: Creating a Prism Blur Transition
- Creating a Generator for Final Cut Pro X
- Modifying a Final Cut Pro X Generator in Motion
- Publishing a Standard Motion Project as a Final Cut Pro X Template
- Using Media in Template Placeholders
- Publishing Parameters in Templates
- Animation and Timing in Templates
- Working with Markers in Templates
- Template Resolution
- Using Masks in Templates
- Template Files and Media Save Location
- Adding Multiple Display Aspect Ratios to a Template
- Tips for Creating Templates
- Keyframes and Curves
- Keyframing in Motion
- Keyframing Methods
- Applying Movement to an Object in the Canvas
- Animating Using the Inspector
- Animating Filters
- Animating Behaviors
- Combining Behaviors and Keyframes
- Working with Keyframes in the Timeline
- Animating in the Keyframe Editor
- Filtering the Parameter List
- Modifying Keyframes
- Modifying Curves
- Mini-Curve Editor
- Animating on the Fly
- Keyframe Thinning
- Keying
- Working with Particles
- About Particle Systems
- Anatomy of a Particle System
- Using Particle Systems
- Creating Graphics and Animations for Particle Systems
- The Difference Between Emitter and Particle Cell Parameters
- Emitter and Cell Parameters
- Animating Objects in Particle Systems
- Viewing Animated Emitter Curves in the Keyframe Editor
- Using Masks with Particle Systems
- Applying Filters to Particle Systems
- Particle System Examples
- Saving Custom Particle Effects to the Library
- Using the Replicator
- Replicator Concepts
- Anatomy of a Replicator
- Getting Started with the Replicator
- Basic Replicator Parameters in the HUD
- Replicators and the Properties Inspector
- Using the Replicator Onscreen Controls
- Advanced Replicator Controls
- Using Image and Geometry Objects
- Using Replicators in 3D Space
- Applying Masks to Replicators
- Animating Replicator Parameters
- Using the Sequence Replicator Behavior
- Using Behaviors with Replicators
- Applying Filters to Replicators
- Saving Custom Replicators to the Library
- Creating and Editing Text
- About Text in Motion
- Setting Motion Preferences for Text
- Adding Text
- Using Text Tools
- About Fonts
- Editing Text in the Inspector
- Editing Text Format
- Finding and Replacing Text
- Text Controls in the Format Pane
- Basic Formatting Controls
- Text Format-Related Tasks
- Editing Text Style
- Text Controls in the Style Pane
- Text Style-Related Tasks
- Using and Creating Preset Text Styles
- Editing Text Layout
- Text Controls in the Layout Pane
- Text Layout-Related Tasks
- Text Margin and Tab-Related Tasks
- Working with Text Glyphs
- Adding Behaviors and Filters to Text
- Using the Text HUD
- Animating Text
- Text Animation and Text Sequence Behaviors
- Sequence Text Behavior
- Scroll Text Behavior
- Text Tracking Behavior
- Type On Behavior
- Preset Text Sequence Behaviors
- Saving a Modified Text Behavior to the Library
- Using Other Behaviors with Text
- Using Behaviors to Animate Text in 3D
- Animating Text with Keyframes
- Animating with the Transform Glyph tool
- Working with Generators
- Using Filters
- About Filters
- Browsing and Previewing Filters
- Applying and Removing Filters
- Adjusting Filters
- Keyframing Filter Parameters
- Applying Behaviors to Filter Parameters
- Publishing Filter Parameters and Onscreen Controls
- Blur Filters
- Border Filters
- Color Correction Filters
- Distortion Filters
- Glow Filters
- Sharpen Filters
- Stylize Filters
- Tiling Filters
- Time Filters
- Video Filters
- Using Shapes, Masks, and Paint Strokes
- About Shapes, Masks, and Paint Strokes
- The Difference Between Shapes, Paint Strokes, and Masks
- Shape and Mask Drawing Tools
- Editing Shapes
- Creating Rectangles, Circles, and Lines
- Creating Paint Strokes
- Shapes as a Layer
- How to Edit Shapes
- Using Dynamic Guides and Snapping While Editing
- Displaying a Shape’s Control Points
- Selecting and Deselecting Control Points on a Shape
- Moving Control Points to Adjust a Shape
- Modifying Shape Edges
- Transforming Multiple Control Points
- Adding and Deleting Control Points
- Locking Control Points
- Editing Bezier Control Points
- Editing B-Spline Control Points
- Using a Shape Outline as a Paint Stroke
- Adding Shapes from the Library
- Copying Styles Between Shapes
- Shape Parameters
- Shape Controls in the HUD
- Creating Illustrations Using Multiple Shapes
- Creating Holes and Transparency in Shapes
- Applying Filters to Shapes
- Animating Shapes
- Shape Behaviors
- Keyframing Shape Animation
- Saving Shapes and Shape Styles
- Using Masks to Create Transparency
- Mask Parameters
- Applying Image Masks to a Layer
- Image Mask Parameters
- Using Masks to Aid Keying Effects
- Converting Between Shapes and Masks
- Manipulating Alpha Channels Using Filters
- 3D Compositing
- Motion Tracking
- About Motion Tracking
- How a Tracker Works
- Motion Tracking Behaviors
- Shape Track Points Behavior
- Track Behavior
- General Motion Tracking Workflow
- Match Move Workflows
- Using a Non-Match Move Four-Point Track for Corner-Pinning
- Stabilize Workflow
- Unstabilize Workflow
- Track Points Workflow
- Track Parameter Workflow
- Adjusting the Onscreen Trackers
- Strategies for Better Tracking
- Finding a Good Reference Pattern
- Manually Modifying Tracks
- When Good Tracks Go Bad
- Smoothing Tracking Keyframe Curves
- Converting Tracks to Keyframes
- Asking Motion for a Hint
- Giving Motion a Hint by Looking Ahead
- Manually Coaxing Your Track with Keyframes
- Tracking Images with Perspective, Scale, or Rotational Shifts
- Tracking Obscured or Off-Frame Points Using Offset Tracking
- Tracking Retimed Footage
- Troubleshooting Stabilizing Effects
- Removing Black Borders Introduced by Stabilizing
- General Tracking Guidelines
- Tracking and Groups
- Saving Tracks
- Tracking Behavior Parameters
- Working with Audio
- Sharing Motion Projects
- Share Menu
- Render Options for Sharing
- Sharing to Apple Devices
- Sharing to Disc or Creating a Disk Image
- Sharing to Podcast Producer and Email
- Sharing to Video Sharing Sites
- Exporting QuickTime, Audio, and Image Sequence Media
- Exporting Frames
- Exporting for HTTP Live Streaming
- Exporting Using Compressor
- Background Rendering
- About Share Monitor
- Appendix A: About Rasterization
- Appendix B: Video and File Formats
- Supported File Formats
- Popular Video Codecs for File Exchange
- 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
- Creating Graphics for 2K and 4K Projects
- Appendix C: Keyboard Shortcuts
- Enabling Function Keys on Portable Macintosh Computers
- General Interface Commands
- Motion Menu
- File Menu
- Edit Menu
- Mark Menu
- Object Menu
- View Menu
- Share Menu
- Window Menu
- Help Menu
- 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
- Using the Command Editor
- Appendix D: Using Gestures
Working with Markers in Templates
Markers are visual reference points you add to the Timeline to identify specific frames.
There are seven types of markers. The first type, known as Standard, is designed for use
in Motion and has no effect if saved in a Final Cut template. The Standard marker type
can be added to an object (an object marker) or to the overall project (a project marker).
The remaining marker types, known as template markers, are designed to control the
timing of templates in Final Cut Pro X. To apply a template marker, you must first apply
a standard project marker, then change the marker type in the Edit Marker dialog.
For more information on using working with markers in the Timeline, see Adding Markers.
When building a template, you typically don’t know the duration of the clips it will be
applied to in Final Cut Pro. Template markers let you control the timing of a template
after it is applied in Final Cut Pro by designating regions in the Timeline to be played,
ignored, or looped to match the duration of the target clip. You can also designate a
specific frame to be used as the template’s thumbnail in the Final Cut Pro Effects,
Transitions, or Titles Browser.
Template markers fall into four categories: Build In, Build Out, Loop, and Poster Frame. Build
In markers instruct Final Cut Pro to play an intro animation in specific instances. Build Out
markers instruct Final Cut Pro to play an outro animation in specific instances. Loop
markers indicate where the template should begin looping playback. Poster Frame markers
determine the frame of a template to be used as the thumbnail for the template in the
Final Cut Pro Effects, Transitions, or Titles Browser.
Build In markers designate the end point of an intro section of a template, and instruct
Final Cut Pro to play that section at the same speed as the original template (as created
in Motion), regardless of the duration of the clip in the Final Cut Pro Timeline. Build Out
markers designate the start of an outro section of a template, and instruct Final Cut Pro
to play that section at the same speed as the original template (as created in Motion),
regardless of the duration of the clip in the Final Cut Pro Timeline.
You can also specify a build-in or build-out section as optional. When you add the optional
Build In or Build Out marker, a corresponding checkbox is added to the Publishing pane
of the Project Inspector in Motion. When you apply a template to a project, the checkbox
also appears in the Final Cut Pro Inspector. Deselect the checkbox to disable the build-in
or build-out portion of the effect.
When you add Build In, Build Out, or Loop template markers to a Motion project, the
Timeline ruler displays a gold glow over the affected region.
554 Chapter 11 Creating Templates for Final Cut Pro X