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
Add a particle system in Motion
There are two basic ways to add a particle system to a Motion project:
Choose a preset from the Particle Emitters category of the Library.
Create a custom particle system using your own image, video clip, shape, or text. You can also use multiple images as source cells for a single particle system.
Note: For an example of working with a particle system in a 360° project, see Example: Integrate particles into a 360° project.
Add a preset particle system from the Library
The easiest way to add a particle system to your project is to use a preset in the Particle Emitters category of the Library. There are many types of particle effects to choose from. If you find one close to what you need, you can easily customize its parameters after you add it to your project. Particle systems are added to a project exactly like any other object in Motion.
In the Library in Motion, select the Particle Emitters category, then select a subcategory, such as Nature, Pyro, SciFi, and so on.
In the Library stack under the categories and subcategories, select a particle preset.
An animated preview of the selected particle emitter plays in the Library preview area.
Do one of the following:
Click Apply in the preview area to add the selected particle system to the center of the canvas.
Note: If Create Layers At is set to “Start of project” in the Project pane of Motion Preferences, the particle system is added at the first frame. See If it’s your first import in Motion.
Drag the particle system from the Library stack into the canvas to the position where you want it to appear.
Drag the particle system from the Library stack into a group in the Layers list or Timeline layers list.
Drag the particle system from the Library stack to the track area of the Timeline or mini-Timeline; when you reach the frame where you want the new particles to start, release the mouse button.
The new particle emitter layer appears in the Layers list and in the canvas, composited against any other layers you’ve already added.
When you add a particle system from the Library, the system acts as it did in the preview area. If necessary, modify the particle system parameters in the HUD or Inspector. You can modify a particle system only after it’s added to a project.
Note: Some emitters look best when motion blur is enabled. Preset Library emitters that benefit from motion blur include Jelly Bands, Light Transit, Rain Streaks, and Silly String. To enable motion blur, choose Motion Blur from the Render pop-up menu (above the canvas), or choose View > Render Options > Motion Blur.
Create a custom particle system
To create a custom particle system, you must select a layer in your project to use as the source for a cell in a new particle emitter. You can use any layer in your project as a cell source, including still images, video clips, text, or shapes created in Motion. The layer you select when you create an emitter becomes the first cell in that particle system. The cell specifies the look of the particles generated in the canvas.
Note: You can also use a group as the source for an emitter cell, but your computer’s processing performance may slow drastically.
In Motion, create an image layer to serve as the cell source for the particles that your emitter will generate.
This example uses an image of a simple white circular gradient, such as the “basic blur” image located in the Library (in Content > Particle Images).
Move the object in the canvas to the location where you want the center of your particle system to be.
With the object selected, do one of the following:
In the toolbar, click the Make Particles button.
Press E.
The new custom particle emitter layer appears in the Layers list and in the canvas, composited against any other layers you’ve already added. If necessary, modify the particle system parameters in the HUD or Inspector.
Create complex particles using multiple source layers
You can add as many cells as you want in a single emitter, creating complex compositions with different overlapping particles.
Add one or more image layers to your Motion project.
In the Layers list, select the layers to use as the particle cells, then do one of the following:
In the toolbar, click the Make Particles button.
Press E.
A new particle emitter layer appears in the Layers list and in the canvas. The emitter’s cells (the image layers you selected in the previous step) appear in Layers list under the emitter object.
To create additional cells for the emitter, drag layers in the Layers list onto an existing emitter.
Note: An item dragged from the Library to an emitter is not added to the emitter; instead, it’s added as a layer in a new group.
The layers you drag are copied to the particle system, appearing as new source cells in the Layers list (under the emitter) and in the canvas as part of the complex particle system. The original layers remain as standalone items in the project. To hide an original layer in the canvas, deselect its activation checkbox in the Layers list. (However, note that if you delete an original layer, its source cell is deleted from the particle system.)
When you play the project, each source cell generates particles simultaneously, according to each source cell’s parameters. When selected in the Layers list, each cell displays its own Particle Cell Inspector.
Note: When multiple sources are used to create a particle system, the resulting emitter is positioned in the canvas at the average of the sources’ positions.
Optimize particle system resolution to improve playback performance
Particle systems often create particles that grow or move off the canvas before they “die.” This can make the size of a layer or group much larger than the dimensions of the canvas. Although the particles are not visible after they move off the canvas (unless Show Full View Area is enabled in the View menu), they’re still present in the project and are processed. You can improve playback performance by constraining the resolution (height and width) of the group containing the particle emitter.
Note: Using a movie with applied filters as a particle cell source adversely impacts your computer’s processing performance. For better performance, export your sequence with the filter applied, then import it back into Motion and use the movie as the cell source.
In the Layers list in Motion, select a group that contains a particle emitter.
In the Group Inspector, select the Fixed Resolution checkbox.