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 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
- 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
- Publish filter parameters 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 tracking
- How does motion tracking work?
- Motion tracking behavior types
- Analyze motion in a clip
- Stabilize a shaky clip
- Unstabilize a clip
- Use a range of frames for analysis
- Load existing tracking data
- Track shapes, masks, and paint strokes
- Track a filter’s position parameter
- Adjust onscreen trackers
- Save tracks to the Library
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- Intro to preferences 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
Behavior order of operations in Motion
There’s no limit to the number of behaviors you can add to an object. Multiple behaviors applied to a single object work together to create a final animated effect.
In general, each behavior applies a value to a specific parameter. The values generated by all behaviors that affect the same parameters are combined to create the end result. For example, if you apply the Throw, Spin, and Gravity behaviors to a single object, the Throw and Gravity behaviors combine to affect the position of the object. The Spin behavior affects the rotation of the object.
When combining different behavior types (such as Parameter and Simulation behaviors) or combining behaviors and keyframes, it’s important to understand the behaviors’ order of operations. Motion evaluates behaviors and keyframes in the following order:
1. Keyframes
2. Simulation behaviors
3. All other behaviors
Parameter behaviors are applied in the order in which they are added, from the bottom of the Layers list up (like the order of filters and the compositing order of image layers). See Copy, paste, or move behaviors in Motion.
Important: The order of operations is always in effect—regardless of the order in which behaviors are applied or keyframes are added to a layer or group.
Use the following guidelines for animating objects with multiple behaviors or keyframes:
When you animate an object with keyframes and then apply a behavior, the effect of the keyframes is evaluated first.
For example, if you animate the Rotation parameter of an object using keyframes and then apply a Rotational Drag (Simulation) behavior to the object, Motion evaluates the keyframed rotation, and then applies the drag (from the Simulation behavior) to the keyframed animation.
When you animate an object with any behavior and then add keyframes, the effect of the keyframes is evaluated first.
For example, if you animate an object so it rotates in a clockwise direction using the Spin behavior and then keyframe the Rotation parameter so the object rotates in a counterclockwise direction, the object rotates in the counterclockwise direction. Motion always evaluates keyframes first.
When you animate an object with a behavior and then apply a Simulation behavior, the Simulation behavior is evaluated before the first behavior (and therefore may have no effect).
For example, if you animate the Rotation parameter of an object using the Oscillate (Parameter) behavior and then apply a Rotational Drag (Simulation) behavior to the object, the object oscillates, but is not slowed by the Rotational Drag behavior. Motion evaluates the Simulation behavior (Rotational Drag) before the Parameter behavior (Oscillate), applying the drag to a 0 value. There is no data for the Simulation behavior to affect.
Note: Although the Spin behavior appears in the Basic Motion category, Spin is treated as a Simulation behavior in the order of operations.
For information on combining keyframes with behaviors, see Combining behaviors with keyframes in Motion.