Motion User Guide
- Welcome
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- Intro to basic compositing
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- Intro to transforming layers
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- Intro to transforming layers in the canvas
- Transform layer properties in the canvas
- Transform tools
- Change layer position, scale, or rotation
- Move a layer’s anchor point
- Add a drop shadow to a layer
- Distort or shear a layer
- Crop a layer
- Modify shape or mask points
- Transform text glyphs and other object attributes
- Align layers in the canvas
- Transform layers in the HUD
- Transform 2D layers in 3D space
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- Intro to behaviors
- Behaviors versus keyframes
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- Intro to behavior types
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- Intro to Parameter behaviors
- Audio behavior
- Average behavior
- Clamp behavior
- Custom behavior
- Add a Custom behavior
- Exponential behavior
- Link behavior
- Logarithmic behavior
- MIDI behavior
- Add a MIDI behavior
- Negate behavior
- Oscillate behavior
- Create a decaying oscillation
- Overshoot behavior
- Quantize behavior
- Ramp behavior
- Randomize behavior
- Rate behavior
- Reverse behavior
- Stop behavior
- Track behavior
- Wriggle behavior
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- Intro to Simulation behaviors
- Align to Motion behavior
- Attracted To behavior
- Attractor behavior
- Drag behavior
- Drift Attracted To behavior
- Drift Attractor behavior
- Edge Collision behavior
- Gravity behavior
- Orbit Around behavior
- Random Motion behavior
- Repel behavior
- Repel From behavior
- Rotational Drag behavior
- Spring behavior
- Vortex behavior
- Wind behavior
- Additional behaviors
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- Intro to using generators
- Add a generator
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- Intro to image generators
- Caustics generator
- Cellular generator
- Checkerboard generator
- Clouds generator
- Color Solid generator
- Concentric Polka Dots generator
- Concentric Shapes generator
- Gradient generator
- Grid generator
- Japanese Pattern generator
- Lens Flare generator
- Manga Lines generator
- Membrane generator
- Noise generator
- One Color Ray generator
- Op Art 1 generator
- Op Art 2 generator
- Op Art 3 generator
- Overlapping Circles generator
- Radial Bars generator
- Soft Gradient generator
- Spirals generator
- Spiral Drawing generator
- Use Spiral Drawing onscreen controls
- Star generator
- Stripes generator
- Sunburst generator
- Truchet Tiles generator
- Two Color Ray generator
- Save a modified generator
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- Intro to filters
- Browse and preview filters
- Apply or remove filters
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- Intro to filter types
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- Intro to Color filters
- Brightness filter
- Channel Mixer filter
- Color Adjustments filter
- Color Balance filter
- Example: Color-balance two layers
- Color Curves filter
- Use the Color Curves filter
- Color Reduce filter
- Color Wheels filter
- Use the Color Wheels filter
- Colorize filter
- Contrast filter
- Custom LUT filter
- Use the Custom LUT filter
- Gamma filter
- Gradient Colorize filter
- HDR Tools filter
- Hue/Saturation filter
- Hue/Saturation Curves filter
- Use the Hue/Saturation Curves filter
- Levels filter
- Negative filter
- OpenEXR Tone Map filter
- Sepia filter
- Threshold filter
- Tint filter
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- Intro to Distortion filters
- Black Hole filter
- Bulge filter
- Bump Map filter
- Disc Warp filter
- Droplet filter
- Earthquake filter
- Fisheye filter
- Flop filter
- Fun House filter
- Glass Block filter
- Glass Distortion
- Insect Eye filter
- Mirror filter
- Page Curl filter
- Poke filter
- Polar filter
- Refraction filter
- Ring Lens filter
- Ripple filter
- Scrape filter
- Sliced Scale filter
- Use the Sliced Scale filter
- Sphere filter
- Starburst filter
- Stripes filter
- Target filter
- Tiny Planet filter
- Twirl filter
- Underwater filter
- Wave filter
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- Intro to Stylize filters
- Add Noise filter
- Bad Film filter
- Bad TV filter
- Circle Screen filter
- Circles filter
- Color Emboss filter
- Comic filter
- Crystallize filter
- Edges filter
- Extrude filter
- Fill filter
- Halftone filter
- Hatched Screen filter
- Highpass filter
- Indent filter
- Line Art filter
- Line Screen filter
- MinMax filter
- Noise Dissolve filter
- Pixellate filter
- Posterize filter
- Relief filter
- Slit Scan filter
- Slit Tunnel filter
- Texture Screen filter
- Vignette filter
- Wavy Screen filter
- About filters and color processing
- Publish filter controls to Final Cut Pro
- Using filters on alpha channels
- Filter performance
- Save custom filters
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- Intro to 3D objects
- Add a 3D object
- Move and rotate a 3D object
- Reposition a 3D object’s anchor point
- Exchange a 3D object file
- 3D object intersection and layer order
- Using cameras and lights with 3D objects
- Save custom 3D objects
- Guidelines for working with 3D objects
- Working with imported 3D objects
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- Intro to 360-degree video
- 360-degree projects
- Create 360-degree projects
- Add 360-degree video to a project
- Create a tiny planet effect
- Reorient 360-degree media
- Creating 360-degree templates for Final Cut Pro
- 360-degree-aware filters and generators
- Export and share 360-degree projects
- Guidelines for better 360-degree projects
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- Intro to settings and shortcuts
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- Intro to Keyboard shortcuts
- Use function keys
- General keyboard shortcuts
- Audio list keyboard shortcuts
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- Tools keyboard shortcuts
- Transform tool keyboard shortcuts
- Select/Transform tool keyboard shortcuts
- Crop tool keyboard shortcuts
- Edit Points tool keyboard shortcuts
- Edit shape tools keyboard shortcuts
- Pan and Zoom tools keyboard shortcuts
- Shape tools keyboard shortcuts
- Bezier tool keyboard shortcuts
- B-Spline tool keyboard shortcuts
- Paint Stroke tool keyboard shortcuts
- Text tool keyboard shortcuts
- Shape mask tools keyboard shortcuts
- Bezier Mask tool keyboard shortcuts
- B-Spline Mask tool keyboard shortcuts
- Transport control keyboard shortcuts
- View option keyboard shortcuts
- HUD keyboard shortcuts
- Inspector keyboard shortcuts
- Keyframe Editor keyboard shortcuts
- Layers keyboard shortcuts
- Library keyboard shortcuts
- Media list keyboard shortcuts
- Timeline keyboard shortcuts
- Keyframing keyboard shortcuts
- Shape and Mask keyboard shortcuts
- 3D keyboard shortcuts
- Miscellaneous keyboard shortcuts
- Touch Bar shortcuts
- Move assets to another computer
- Work with GPUs
- Glossary
- Copyright
Apply behaviors to particles in Motion
Applying behaviors to particle systems is a quick and easy way to move emitters in your project and to create nearly limitless animations.
There are two ways to apply behaviors to a particle system:
To the emitter: Behaviors applied to emitters affect the emitter itself, not its individual particles. For example, using the Throw behavior to send an emitter flying across the canvas creates a trail of particles.
To the emitter cell: Behaviors applied to cells are in turn applied to each particle generated from that cell. This can result in extremely complex animations with dozens of particles moving according to the behaviors you’ve defined. Behaviors applied to cells have no effect on the position of the emitter.
Apply a behavior to an emitter
In Motion, do one of the following:
Drag a behavior from the Library onto an emitter in the canvas, Layers list, or Timeline.
Select the emitter, click Behaviors in the toolbar, then choose a behavior from the pop-up menu.
Select an object in the canvas, Layers list, or Timeline, then select a behavior from the Library stack and click Apply in the preview area.
In the canvas, the emitter begins to move according to the parameters of the applied behavior.
Note: Not all behaviors instantly activate an object when applied. For example, you must adjust the Throw Velocity parameter of a Throw behavior to cause an object to move.
Apply a behavior to a cell
Behaviors applied to cells are in turn applied to each particle generated from that cell.
In Motion, do one of the following:
Drag a behavior from the Library onto a cell in the Layers list.
Select a cell in the Layers list, click Behaviors in the toolbar, then choose a behavior from the pop-up menu.
Select a cell in the Layers list, then select a behavior from the Library stack and click Apply in the preview area.
Particles move according to the parameters of the applied behavior.
In the canvas, the emitter begins to move according to the parameters of the applied behavior.
Note: Not all behaviors instantly activate an object when applied. For example, you must adjust the Throw Velocity parameter of a Throw behavior to cause an object to move.
Tip: If you don’t see the expected result when applying behaviors to particle cells, try selecting or deselecting the Affect Subobjects checkbox (in the Behaviors Inspector) or selecting a different option from the Affect pop-up menu in the HUD or Behaviors Inspector. These parameters determine whether the entire object (such as the particle emitter) or its components (such as the particle cells) are affected by the behavior and how an object interacts with surrounding objects, respectively. (The Affect Subobjects checkbox appears in the Behaviors Inspector only when the Throw and Spin behaviors are applied to a group containing multiple objects, such as a group, particle emitter, or text.)
Apply a Parameter behavior to an emitter or cell parameter
You can apply Parameter behaviors to parameters in the Emitter Inspector or Particle Cell Inspector. A Parameter behavior is a special kind of behavior that animates a single parameter of an object.
In Motion, do one of the following:
Drag a behavior from the Parameter category of behaviors in the Library onto an emitter or cell in the Layers list or Timeline, then, in the Behaviors Inspector, click the To pop-up menu and choose a parameter from the submenus.
Select an emitter or cell in the Layers list or Timeline, click Behaviors in the toolbar, and choose a Parameter behavior; then, in the Behaviors Inspector, click the To pop-up menu and choose a Parameter from the submenus.
In the Emitter or Particle Cell Inspector, Control-click a parameter, then choose a Parameter behavior from the shortcut menu.
The Parameter behavior is applied to the parameter you chose. Play back your project to see the result.
Apply a Particles behavior to an emitter or cell
The Particles category of behaviors in the Library contains two behaviors specifically for use with the cells or an emitter in a particle system:
Scale Over Life: This behavior lets you grow or shrink the particles in a system over the duration of each particle’s life.
Spin Over Life: This behavior lets you spin the particles in a system over the duration of each particle’s life.
In Motion, do one of the following:
Drag a behavior from the Particles category of behaviors in the Library onto an emitter or cell in the Layers list or Timeline.
Select an emitter or cell in the Layers list or Timeline, click Behaviors in the toolbar, then choose a behavior from the Particles submenu.
For a description of each Particles behavior parameter, see Scale Over Life controls in Motion and Spin Over Life controls in Motion.
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