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Motion 5 Essential Training
Maria ReƱdon

Motion 5 Essential Training

with Ian Robinson

 


Learn how to create stunning motion graphics and animations for video production. Author Ian Robinson explains how to format and animate type with the Transform Glyph tool and explores Motion's real-time 3D tools. The course also covers working in 3D space, creating depth with lights and shadows, keying green screen effects, and working with particle systems. In addition, Ian offers practical advice on integrating Motion into a professional video workflow and explains how to work smarter using rigs and templates.
Topics include:
  • Getting started with Motion and setting essential preferences
  • Working with layers, groups, and blend modes
  • Animating and adjusting behaviors
  • Building custom presets to create a slideshow
  • Keyframing animation
  • Animating type along a path
  • Creating credit rolls
  • Understanding generators
  • Adding reflections
  • Controlling and animating cameras
  • Creating depth of field in a composition
  • Adjusting audio
  • Exporting, sharing, and archiving a project

show more

author
Ian Robinson
subject
Video
software
Motion 5
level
Beginner
duration
8h 40m
released
Aug 05, 2011

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Introduction
Welcome
00:04Hi, I'm Ian Robinson.
00:06Welcome in Motion 5 Essential Training.
00:08In this course I'll show you the ins and outs for using this real-time motion-
00:13graphics application.
00:14We will take a look at the different ways to animate objects in a project using
00:18traditional keyframes and Motion's very own animation tools known as behaviors.
00:23We will use the text-design tools to create graphics as simple as a lower third
00:28or complex as a title open.
00:30We will learn the finer points of text animation, like text on path movements
00:35and animating individual characters in Word.
00:39I'll show you some of Motion's most exciting features, like replicators,
00:43particle systems, and generators, to create original animated art from scratch.
00:49Finally, we'll take a look at how to animate all of these elements in 3D space.
00:55I'm really excited to show you what Motion 5 is capable of and to share with you
00:59some of my motion graphics tips and tricks.
01:02So let's get started with Motion 5 Essential Training.
Collapse this transcript
Learning important definitions
00:00In an effort to make sure that everyone is on the same page as we move
00:04throughout this course, in this video we are going to cover some of the terms
00:10that you may not necessarily be familiar with, and we'll get started with
00:14Motion-specific terms.
00:16These are terms that are specific to the application.
00:19So the first term I want you to be familiar with is object.
00:22Basically anything that you drop a new Motion project, whether it's footage or a
00:26still image or something that you create within Motion, like a text or shape,
00:31those are all considered objects.
00:34Now when you drag things into your projects they have to inhabit a space,
00:39so at the very base level they are going to inhabit layers.
00:44So layers are the containers that hold all the objects in your project.
00:48A group is another organizational structure above a layer.
00:53You can organize multiple layers together to create a group.
00:57This helps for organization within a project, but it also helps when it comes
01:01time to animate because you can animate all of the elements as one element in a
01:07group, or you can animate each individual layer underneath of the group.
01:11Now behaviors are probably the most important thing in Motion.
01:16These are the tools that Motion uses to create more organic movements in your
01:21animations. Rather than creating animation with keyframes by moving things from
01:26point to point, behaviors just play and you just drag different parameters to
01:33see what happens and see what you can create.
01:37Now a replicator is something really neat. Basically anything in your Motion
01:41project you can turn into a replicator, and what this does is it repeats that
01:46objects in different forms and shapes.
01:49You can repeat patterns, you can repeat video files, you can repeat still
01:54images, all with the replicator.
01:57Now the cool thing when you go to animate a replicator, you have control over
02:02everything as one huge group, as well as finite control over each little copy.
02:08Parameters are the values that you will adjust to create your animation.
02:15It's a basic unit of control for an object or a layer.
02:19A rig is something to Motion 5, and it's a tool used to create editable
02:24parameters in a project using widgets.
02:28Now editable parameters means a couple of different things, but basically you
02:32can group a bunch of smaller parameters all together to get controlled by one rig,
02:39and then you can save the project out and actually make Motion media completely
02:46integrated and editable within Final Cut Pro.
02:50Widgets, since they were referenced by rigs, are tools used within a rig system to
02:56manipulate those parameters.
02:58Now each widget has its own separate function, and we will definitely get
03:02to that, but I just want you to understand, to create a rig, you actually need widgets.
03:09Now here are some more common terms that will actually cover motion graphics in general.
03:14A particle system, the easiest way I like to think of particle systems, other
03:18than this very scientific definition,
03:21it's an easy way to create a very organic animation with a small tiny graphic.
03:27So for example if I wanted to create a tornado, I would create a particle
03:31system and have one tiny little piece, and then the particle system would put
03:36out thousands of those pieces, and I would actually have control over things
03:40like spin and velocity and how random all the pieces, are and their size and
03:47movement--you get the idea.
03:48It's a very interesting way to create an organic animation out of tiny little pieces.
03:55Filters, they are also known as effects, but basically they alter anything that
04:01they are applied to.
04:02So for example if I dropped a piece of video footage into my project, I can
04:06apply a filter to make that footage look more distressed or old, or I could
04:11apply a different filter to make it glow.
04:14There are many different filters that create many different looks.
04:18Cameras, these are tools to simulate real-world cameras.
04:23Now what's great about this is the fact that you can defy gravity, you can
04:28defy light. You can defy just about anything that you think you're feeling
04:34constrained by in the real world by animating cameras within the 3D virtual world of Motion.
04:42Lights, like I referenced earlier when I was talking about cameras, these are
04:46really kind of nice because they emulate lights in the real world, but they
04:51aren't tied down by all of the different parameters in the real world.
04:55For example, I can create a light and have an object have a shadow cast from
05:00that light, but I can also decide whether or not I wanted the light to create a
05:05shadow in the first place.
05:07Some more common terms, one of which you may have heard earlier, composite.
05:11This is a combination of objects, layers and groups, to use Motion terminology.
05:16Now to use general motion graphics terms, a composite is made up of things
05:21like your video layer.
05:24So for example if I had somebody that I shot on a green screen and I eliminated
05:30that green background and had that person just on a transparent layer,
05:35I could then superimpose that person on a background of Kansas and make it look
05:40like they are walking through a field in Kansas.
05:43When I layer that person over top of that background video, in essence I'm
05:48creating a composite.
05:49You can create composites with video layers or even with just different graphic elements.
05:56It's just the process of layering things together to create one end result.
06:03Blend modes, these are unbelievably useful and helpful.
06:08Whenever you're trying to get a graphic element or a piece of video to blend
06:12more smoothly with the elements underneath, you want to actually look at blend
06:17nodes in addition to transparency.
06:20See, there are specific mathematic calculations that help determine exactly what
06:25pixels are going to blend and how they're going to blend, whether they blend
06:29based on their luminance or what have you.
06:33A key, I made reference to this earlier when I was talking about green screen.
06:38This is a method to remove parts of an image based on luma, alpha, or color channels.
06:44So a green screen key would remove green out of the image.
06:50A matte is a black-and-white representation of transparency. Whatever is white
06:56on the matte will allow you to see that area in the layer; whatever is black on
07:01the matte will then be cut out of that layer.
07:05An alpha channel, this is a fourth channel in an image.
07:09It determines the transparency of that object, layer, or group.
07:13It functions very much like a matte;
07:15it's just applied to the fourth channel of the image.
07:19It's most commonly used when you go to export your graphics.
07:23If you use a codec like Apple ProRes 4x4, it's going to output an alpha channel,
07:30as long as you go in and make sure and output that with your RGB channels.
07:36A mask, it's very much like a matte, but it's a tool used to hide or reveal
07:41parts of an object, layer, or group.
07:43Usually you create masks using things like the Pen tool or Bezier paths.
07:49They all allow you to draw specific areas of the image that you would like to reveal or hide.
07:56And finally, the real world. Yes, I'm serious.
08:00It's a place you should visit if you've been stuck behind your computer for
08:04extended periods of time, because let's be honest, folks, how creative can you be
08:09if you're stuck in a room 24 hours a day?
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Using the exercise files
00:00If you're a Premium member of the lynda.com Online Training Library, or if
00:05you're watching this tutorial on a DVD-ROM, you have access to the exercise
00:10files throughout this title.
00:12Now, I've downloaded the exercise files to my desktop, so let's open the folder
00:17and see all things are organized.
00:19You'll notice it's organized by chapter and within each chapter folder
00:23you'll find project files.
00:25Now if you're looking at a chapter and you realize that it's actually missing a
00:30number or two, like here in chapter 1 I'm missing a number 3 project file,
00:35technically it's not missing.
00:37We just didn't want to include project files that started from a blank project.
00:43Now, there is something else that I have kind of noticed currently in Motion.
00:47On occasion, you may see this, where it's telling you the media is missing, and it's
00:52not giving you a preview.
00:54That's not entirely accurate.
00:55So just open up the Motion project. If anything is missing, you will get a menu
01:00that pops up and warns you what files are missing.
01:03Now in addition to the chapter folders, we have a Media folder, and this is
01:07where any external media that's not just built into Motion is currently
01:12residing. So any QuickTime files or Illustrator files that we use in the title
01:19we have organized in the media folder.
01:21There are even folders in here that I've used so you can export files as you're
01:27working. So when it comes your exercise files, there are chapters and the Media
01:31folder. Anything else you should be able to create just by following along.
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Relinking missing media
00:00Okay, on occasion, sometimes when you open a project, you'll see something
00:05that looks like this.
00:06You will get this red-and-white checkerboard.
00:08And basically, Motion has lost its connection to a media file that the
00:13project is referencing.
00:15Now if you open your Layers panel, look for any layer that has the question mark.
00:21Now if you just Control+Click or right-click on the question mark, you can go to
00:26Reveal Source Media to automatically load up that clip in the Media panel as
00:31well as in the Inspector.
00:34Now in the Inspector, scroll down to where it says Linked Objects, and you see it
00:39will list exactly everywhere where that piece of media is used.
00:43And underneath, there is a button to reconnect the media file.
00:46So click Reconnect Media File, and in your browser, navigate to where you think the file is.
00:53I just happen to know that I had saved it to my desktop, so once you find the
00:58file, as always, Show Matching Name Only is selected.
01:02That'll be the only file that you should be able to click on to relink.
01:07So to relink, you want to click the Open button in the lower-right corner, and now
01:11it's relinked, and everything is good to go.
01:14Now, there is one other time where sometimes something acts a little funny and
01:20things aren't quite relinked.
01:22In the Finder, if you scroll down to where the Motion is, notice the size of the
01:29application is 2 gigs.
01:31And if you actually right-click directly on the application icon, you can
01:36Show Package Contents.
01:38See, in here, this is where Apple has moved all of the library content that you'll
01:45be referencing throughout the course.
01:47And on occasion, I've noticed that sometimes Motion loses its link to some of
01:52these content pieces.
01:54So to show you what I'm talking about, I am going to go to my Exercise Files folder
01:58and in Chapter 10, I have a file called Particle_Behaviors.
02:02When I open that, notice it's missing the spark.
02:07Now I can click Reconnect and it's automatically going to open up this window,
02:13but if I go to Applications and navigate down to Motion, notice it appears as
02:18though I can't find anything.
02:20Well, there is a way around this.
02:22If you open a Finder window and navigate to your Applications folder again,
02:26right-click on Motion, and say Show Package Contents,
02:31in here we can navigate in the Contents folder and navigate to our
02:35LibraryContent and then navigate to the Content folder and in here you we
02:40will see Particle Images.
02:42Now the one that's missing is Spark 11.
02:46So I am going to scroll down until I find Spark 11. Okay, there it is. And now
02:53if you drag it and drop it up into the search window up here, notice now it
03:00will link to that file.
03:01It's just because the Content folder is zipped underneath the application
03:06that you can't navigate to it natively this way. But now that we've dragged and dropped it,
03:11we can click Open, and voila!
03:14Our particles are relinked.
03:16Now, if I save this project, this link will forever be set up on my system.
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1. Getting Started
Launching Motion for the first time
00:00The first time you launch Motion, it shows you quickly that it is very much
00:05an Apple application.
00:06See, with many Apple applications, like Pages or Numbers, there is an
00:10intermediary window that gives you the shortcuts to all kinds of information
00:15that you may find helpful as you're first getting started with the application.
00:20In Motion, this window is called the Project Browser.
00:23So if we look at the Project Browser here, you'll notice it has three main
00:29sections and much like many things in life,
00:32it works from left to right.
00:35Now let's start on the left section here, and you'll notice there are areas for
00:40blank projects, like a Motion Project or a Final Cut Generator, and don't worry,
00:46you'll understand exactly what these things are as we move through the course,
00:50but for now, let's focus on how this works.
00:54There's Recent projects, so any projects you've had recently open.
00:58Compositions, these are pre-built projects, and if you click on any one of them,
01:05you'll see the example pop up over here on the right.
01:09Now if you're not seeing these, you need to run Software Update on your system
01:14and make sure that the Motion-added assets are in your software update. As long
01:21as you've bought the app through the App store, the next time you run software
01:25update, it should be there.
01:27Now I like using these different templates as inspiration and also things to
01:34look at to reverse engineer so I can see how they were built and then use
01:38those techniques on my own projects.
01:41So for now, let's jump back up to the Blank area here and select Motion Projects.
01:48If we look on the right-hand side here, this is how we can determine exactly
01:53what settings we'll be using for our blank Motion projects.
01:57So if you click on Preset, there are all kinds of presets, both standard def
02:02and high definition.
02:04I'll choose Broadcast HD 720.
02:07Next is the Frame Rate. You want to make sure to choose your frame rate before
02:12you create your projects, because this is one of the few parameters that you
02:15can't go back and change within a project once you've chosen it.
02:19So I'm going to choose 29.97.
02:21Next, we can set the duration of the project. So let's say I want this to be five seconds.
02:27I'll just type 500 and press Tab. That way it'll set the duration without
02:33actually opening the blank Motion project.
02:36Now over here you can specify whether you won't see timecode, actual seconds, or frames.
02:43So let's switch it back to Timecode and make sure we set five seconds as our
02:48duration, again pressing Tab.
02:51Now when I click Open, it's going to launch Motion.
02:54Now every time I launch Motion after this, this Project Browser is going to keep popping up.
03:00So once we click Open, what I want you to do is go up under your Motion >
03:05Preferences, and in Preferences, go to the Project section. And For New
03:10Documents, instead of choosing Show Project Browser, I want you to choose Use Project.
03:16Now mine says Motion Project Broadcast HD, because I've already done this once;
03:21yours might be empty.
03:23So just click the Choose button and then sure enough we'll see our project
03:28browser again, and in here just choose exactly what you would like Motion
03:33to automatically launch every time you open it.
03:35So I'm going to Blank again and choose Blank Motion Project, and we'll have HD
03:41720, 29.97, five-second duration is fine, and we can go ahead and click Open.
03:48Now when we close our Preferences anytime in the future when we launch Motion
03:53we won't see the Project Browser, unless of course we go back and change that
03:57preference again, or choose File > New From Project Browser.
Collapse this transcript
Navigating the interface
00:00Much like sitting in the driver's seat of a well-designed sports car,
00:03the interface of Motion is well thought out and most of the important tools and
00:07features are easily accessible with just a few clicks or a keystroke.
00:11So to show you what I mean, let's look at just how easy it is to learn and, more
00:15importantly, remember some of the shortcuts for the interface.
00:19Now, since this is a Mac, we want to make sure to enable a feature in our
00:23System Preferences.
00:24So if you go up under the Apple menu, in System Preferences, go to the Keyboard
00:29section, and make sure that you have Use all F1 and F2, etc., keys as standard
00:34function keys selected, so that way when you go use the function keys, they
00:38don't accidentally use some other feature within the operating system. Okay.
00:43Now, that that's set up, let's look at the interface,
00:46and you will notice Motion is primarily divided up into two sections.
00:50On the left over here, this used to be known as the Utility window.
00:54Now it's just the left side of the interface that contains all of
00:57these different options.
00:59Now, if you're using Motion from the previous version, you'll notice the
01:03interface is all self-contained in one box.
01:06It's pretty nice. But all the key commands remain the same.
01:09Now, if you're new to Motion, to learn the key commands it's pretty simple.
01:13Go up under the Window menu, and down under Show Inspector notice we have F
01:18keys mapped, 1, 2, 3, 4, and then we have 5, 6, 7, 8, and sure enough, Command keys, 1-9.
01:27Now the way I like to think of whether I'm going to use an F key or a Command
01:31key, typically I use an F key when I want an open section of the project,
01:36whereas I use the Command keys to jump directly to one of these different tabs.
01:42So let's start with the file browser over here on the left-hand side.
01:45Notice this is an integrated File Browser within the Motion application, so
01:51anything that I select here, I can navigate those folders down here.
01:56The next tab over we have the Library, which we will definitely get more
01:59into, but this is basically an area with a bunch of presets that you can use for your projects.
02:06The Inspector is kind of contextual, and basically it works based on whatever you
02:10have selected in your project.
02:13So here I clicked and selected something that was called a replicator, and
02:17notice this tab automatically popped up.
02:20Anything that you have selected has properties applied to it and sometimes
02:24behaviors, if a behavior was applied, or sometimes filters.
02:28Now, to better see the project what you want to do is press F5.
02:32This will open the Project panel, and here you'll notice we have Layers, a Media
02:38section, and an Audio section.
02:41Now, just to cover our key commands really quickly, let's press Command+1 and
02:46you notice that takes us right to the File Browser.
02:48If you press Command+2, Library;
02:50Command+3, Inspector;
02:53Command+4, the Layers panel; 5, the Media tab;
02:566, Audio. Okay.
02:58So it's pretty straightforward. It takes you right across, 1-6.
03:01Now, if you press F5, that's what opened the Project panel.
03:08If you press F6, that will open the Timing pane, or you can go up under Window
03:13and choose Show Timing Pane.
03:15Now, you notice there aren't tabs for the Timeline.
03:19It's kind of interesting the way this works.
03:21You can see everything in your project as far as its time that it appears in the
03:25project based on this Timeline.
03:27So the way the Timeline works is from left to right.
03:31And this thing that I'm clicking on right here is the playhead.
03:34And notice as I click and drag this object up here is also moving.
03:38These are the same things.
03:40See, the way the interface is designed, we have the Timeline as well as this
03:45area here called the Mini Timeline.
03:47See, whatever I have selected down here will also appear in the Mini Timeline.
03:51What this allows us to do is actually work in the animation without always
03:56having to have the Timeline window open.
03:58See, this is important, because Motion is designed to function in real time,
04:01and in order to have the most optimum performance, you don't necessarily always want
04:06to have the Timeline open.
04:08Most of the time when I work, I just have my Project panel open, set to layers,
04:12and I have the Timeline hidden by pressing F6.
04:17Now, there are other areas within the Timing pane, and those areas are the
04:22Keyframe Editor and the Audio Timeline.
04:28Now, if we had audio in the project, you would see it pop up down here in
04:31the bottom of the comp.
04:33Now that we've covered the panels and the Timing area, I want to show you some
04:37of the more intricate things within the interface.
04:40So I am just going to press F5 to close my Project panel and F6 to close my Timing pane.
04:46This is usually how I work within Motion.
04:49See, this way I can see exactly what's happening in the application as far the
04:53animation by pressing the spacebar, and you'll notice I get playback down here.
04:58This is called the Timing window.
05:00This shows me exactly where my playhead is, and it also shows me the length of
05:05the composition, and a couple of other things.
05:07If you go to this little arrow in the lower right, if you click on it, notice I
05:12have several options:
05:14I can view my time as frames;
05:17I can view my time as timecode;
05:20I can also view the Current Time, which is where the playhead is currently in
05:24the Timeline; or the overall Project Duration.
05:27So notice this project is only five seconds.
05:29And you can quickly toggle back and forth between Project Duration and the
05:34Current Time Indicator just by clicking this button, and you'll notice how the
05:37icon changes down here.
05:39Now, when you have objects selected in your project, you can either select them
05:45through your Layers panel--
05:47I just pressed F5 to open that up--
05:49you can click directly on an object in the layers panel, or you can click
05:54directly on that object in the Canvas.
05:57Just understand, sometimes when you're clicking in the Canvas, if there's an
06:00object that takes up a large amount of space, it may just automatically assume
06:03that you are trying to select that larger object, as opposed to something smaller
06:08like these individual circles here.
06:10So when you have an object selected in the Layers panel, you can make
06:14adjustments in your Inspector.
06:17So here when I click on the Inspector, notice under the Properties section I
06:21have a property for Position and Rotation, as well as Scale, Sheer--you get the
06:27idea. There are a bunch of different parameters.
06:29Now, if I want to adjust these parameters--let's say I want to adjust Scale--
06:32I can just click on the slider and drag it to the right to scale this up or drag
06:37it to the left to scale it down.
06:39Notice if there is a disclosure triangle, you can get to the individual
06:42parameters of an object.
06:44So let's say I wanted to make this more of an oval.
06:47I could do that just by adjusting the X and the Y.
06:50Now, this button over here creates keyframes, which I will definitely show you
06:54as we move forwards, but another way of adjusting parameters, as opposed to
06:58clicking on one of these sliders, is by clicking directly on the number itself
07:04and dragging with your mouse.
07:05We just click and drag.
07:06Another way, if you just click once to select it, anytime your mouse is over
07:11top of that value, if you use your scroll wheel to scroll up and down, that
07:15will change that value.
07:16Now, the last thing I want to show you about the interface, and it's kind of
07:20important, is the HUD.
07:23See, whenever I have an object selected, sometimes I don't necessarily want to
07:26have to come over to the Inspector under the Properties. And to open the HUD,
07:31you just have to press F7.
07:33Notice in the HUD I have some of the different options, like the opacity of the circle.
07:39Notice as I make this adjustment, it's adjusting the opacity down here in the
07:43Blending section of the interface.
07:46Now, I have all of these different options, but obviously if I want more options
07:51I can click on this button right here for the I.
07:55If I click on I, it opens up the Inspector, which, as you can see, is already open.
08:01So let me go ahead and close the Inspector, and I will do that by pressing
08:05Command+3 on my keyboard.
08:07I knew that because this is Command+1, Command+2, Command+3.
08:11See, whenever you hit the same key command more than once, it toggles the
08:15visibility of that area.
08:17So with the Inspector closed, if I had the HUD open and I decided I wanted to
08:22change some of the parameters, I would click the I button and it would
08:25automatically open the Inspector.
08:28Now, in here for each individual object, like I said earlier, there is a
08:32Properties area of the Inspector.
08:34If you had any behaviors applied, you would see that here--or filters--and then
08:38this menu here will change depending upon the object you have selected.
08:42So for example, right here I have a shape selected, so it's showing me Shape options.
08:48If I selected this text layer here, now it's showing me Text options.
08:53If I select a filter here, notice it just gives me the options for the group
08:57that this filter was applied to.
09:00Now, if you're unfamiliar with layers or groups, don't sweat it.
09:03We're definitely getting to that in the next chapter. But for now we're finished with HUD.
09:07Now, rather than pressing F7, I want to show you this one other thing in the
09:11interface down here, the toolbar.
09:13Right next to the Timing window is this button here, and if I click on this,
09:17this will hide and show the HUD.
09:19Now, notice there are plenty of other buttons in the toolbar, and we will
09:22definitely learn about those as we continue on throughout this course.
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Creating and transforming objects in the Canvas
00:00If you've ever been onstage, you know that where you are on the stage is just
00:04as important as what you're performing onstage.
00:06So when it comes to creating your projects in Motion, think of the Canvas as a stage.
00:11And when it comes to creating and transforming objects, Motion has a couple of
00:15different ways to help you move your objects around in both 2D and 3D space.
00:20Now in this video we're going to focus primarily on the 2D for now,
00:25so to get started let's actually create an object. We can do that right here
00:29in the center in the toolbar. And if you click and hold on the Rectangle,
00:34you'll see we could create a rectangle, a circle, or a line.
00:37I'll just go ahead and create a rectangle for now.
00:40Now if that tool selected when I move my mouse over the Canvas, you'll notice
00:44I get the crosshairs.
00:46This way I can see precisely where I'm going to be placing my rectangle object.
00:50Now in order to create this, I just need to click and drag.
00:53If I hold down Shift as I drag, I can create a perfect square; or if I just let
00:59go, I can create a rectangle.
01:02So for now, I just want to go ahead and create a rectangle, and I'm going to
01:06create kind of a vertical rectangle.
01:08And when you let go over your mouse you'll notice in the Layers panel you'll see
01:12we have our rectangle here under Group as well as in the Timeline.
01:16Now I don't need either the Layers panel or the Timeline right now, so I'm just
01:22going to go ahead and press F5 and F6 to hide those accordingly.
01:26Now make sure to grab your selection arrow and select the rectangle.
01:32Notice once I select the rectangle ,you'll see these dark circles around the outside edges.
01:37Also, you'll get this crosshair with a very thin white line--
01:41I know it's kind of hard to see--
01:42that goes out to this other white handle.
01:45See this line lets me know exactly where the anchor point of this object is
01:49going to be. And if you come out to the right where this circle is, this will
01:53actually allow you to control the rotation.
01:55So if you click and drag, notice I can rotate on the object. And if you look in
02:00the upper-left part of the Canvas you'll see Rotation actually updating, letting
02:05me know exactly how many degrees of rotation I'm actually rotating this object.
02:10Now, notice I can drag out really wide or really closely and it's really not
02:15changing anything as far as how the rotation function works.
02:19It's just allowing me to create a more sensitive rotation or something that's a
02:24little bit more forgiving.
02:25So if I hold down Shift as we start moving, notice it will snap in 45-degree increments.
02:32Now I don't necessarily want to rotate this, so I'll just let go for now. And if
02:39your rectangle didn't stay straight, just press Command+Z to undo.
02:44Now this little circle right here, kind of like this little piggy,
02:48this little circle right here doesn't go all the way home.
02:51It rounds the edges.
02:52So if you click and drag towards the center, notice it will round the edges of
02:56this rectangle, and that's actually kind of a look that I'm going for.
03:01Over here in the corners, these are bounding control points. So now if I click
03:08and drag in one of the corner control points notice again in the upper-left part
03:12of the Canvas I can see the exact width and height adjustment that I'm making.
03:16And again if I hold down Shift, I can keep things in proportion, but notice it
03:21only keeps in proportion based on once I press the Shift button.
03:27So if you want to make sure to scale this in proportion--I'm just going to undo that--
03:31make sure to hold down Shift before you click on the corner.
03:35That way when you scale it up and down, it stays perfectly in proportion.
03:39Now we know how to rotate, we know how to scale,
03:41we know how to disproportionately scale; but how do we actually make an
03:46adjustment where let's say I want this one corner to stretch out over here?
03:51Well, it's pretty simple.
03:52All you have to do is Ctrl or right-click on one of the anchor points.
03:55And sometimes you may end up with this menu that pops up. Don't panic; just
03:59reselect the object and try it once more, okay.
04:03So when I Ctrl+Click right on that point, now here I get a whole bunch of other options.
04:08I can transform this in 3D.
04:10I can adjust the anchor point, the drop shadow.
04:13I can do a distortion.
04:15So let's go ahead and click on Distort.
04:17Now notice the edges look slightly different; instead of circles we have squares.
04:22So if I click on one of the squares, now notice I can get this cool kind
04:26of distortion effect.
04:27So again, if you just Ctrl+Click on any one of these points, you can open this
04:32menu back up again and transform things in a slightly different manner.
04:37Now I just want to go back to the normal Transform options, and notice here I can
04:42still rotate around my anchor point.
04:45So how do I actually move the anchor point?
04:48Let me just Command+Z undo that.
04:51To move the anchor point, if you click and hold on the Transform tool, you'll get
04:56all those other options that we had by Ctrl+Clicking on the control handles,
05:02but the one we want to adjust is Anchor Point.
05:05Now once I've selected that, notice I get the X, Y, and Z control handles.
05:10If I click directly on one of these axis, notice the anchor point moves only on
05:16that one axis. If I just click right into the circle here, I can move freely.
05:21And notice Motion is kind of smart.
05:24It realizes well since you've distorted the shape, the anchor point's center of
05:28this object would be right about here.
05:30So it will snap to out where that new anchor point is, if I just click and drag.
05:36So once you have that set, make sure to click back on your Anchor Point tool and
05:40reselect your Transform tool.
05:43That's just good practice, so you don't accidentally start moving anchor points
05:46around as you start selecting other objects.
05:49Now like I said, we can transform objects in 3D space, but that's something
05:54we'll get into a little bit later.
05:56So like many of the movies in this chapter, this is just the tip of the iceberg,
05:59as there is plenty more to learn.
06:01But using these key tools should be more than enough to get you started moving
06:05things around and distorting your objects in Motion.
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Controlling the Timing pane
00:01Motion is a great tool to design in, but where it's most fun is when you get things moving.
00:05In order to properly get things going, you should have a healthy understanding
00:09of just how to control timing with the Timing pane.
00:12So if you don't already have it opened, press F6 to open the Timing pane.
00:17In here, you'll see I have a Circles layer
00:20that actually has the word STRETCH, as well as 3 circles, and I also have a
00:27Background_Video layer which contains our Railing video.
00:31So let me just deselect everything and press the spacebar to begin playback.
00:36As you can see, I've got this kind of cool, funky, rack-focus-thing going on here.
00:40What we want to do is focus on a certain section of this video, maybe right
00:46around two seconds here, and I want these three circles to pop on and then have the
00:50word STRETCH pop on.
00:53So in order to trim a layer within the Timing pane, you want to have that layer
00:56selected and then press I to trim the in point for that layer.
01:02Now since I want these to go in sequence, what I want to do is actually work backwards.
01:07So I'll select my playhead, move it back in the Timeline just a few frames here.
01:12And I can also trim a layer just by clicking on the left-hand side, and notice
01:17it'll snap, and I get this nice in and out point contextual menu telling me
01:22exactly what's going on.
01:23If I want to move my playhead back without clicking on it, I can click right
01:27here in the Timing window.
01:29Now, if you double-click and then type -10, notice the playhead moves backwards
01:35in the Timeline 10 frames.
01:37Now, I'll make sure I have Circle 3 selected, and I can press I to trim that in point.
01:41If I press Home to move my playhead to the beginning, I can go ahead and press
01:45play and see what's going on here. One, two, three,
01:49okay, perfect!
01:50So I have my three circles actually appearing, and now I want my type to appear.
01:55So to move the type down, all we have to do is click on the word STRETCH and
02:00press I. Now what this did is actually trim the in point.
02:05To show you the difference between trimming and sliding, let's go ahead and make
02:09an adjustment to our Background_Video layer.
02:11Select the Railing_Rack layer, and let's just move our playhead back here
02:16to around one second.
02:17Now, notice this section of the video right here near my anchor point is rather sharp.
02:23If I go ahead and press I, I've trimmed the in point of my layer.
02:27Notice it's still sharp.
02:29So let me just Command+Z to undo that.
02:31To slide a layer, what you want to do is hold down Shift and then hit the
02:35left bracket key, which is just to the right of the letter P. Now, notice
02:40this area is nice and blurry, because that's my original first frame for this video layer.
02:45So I slid the layer down instead of actually trimming the in point.
02:49So now if I press the spacebar from this point, I have my circles and then my type appear.
03:01So now that you know how to trim and slide the in points of layers, let's talk
03:05about the out point.
03:06It's pretty straightforward.
03:08If I want to change the out point for any layer, just go ahead and select that
03:11layer and instead of pressing I for in, you want to press O for out.
03:15You can do this in real time in addition to actually just doing it with
03:19the playhead stopped.
03:21So here I am going to play back and then press O. So as you can see, I trim the
03:27out point for the circle.
03:28Now, to slide, instead of the left bracket, you want to hold down Shift and
03:32do the right bracket.
03:33So I think you get the idea between trimming and sliding.
03:37So last thing, I just want to show you some little things about the interface in
03:41the Timeline as you are viewing your media.
03:44Notice anytime I select any of these layers, the Mini Timeline changes up here.
03:50That's just showing me the layer that I have selected, and the timing for
03:54that individual layer.
03:56I can also select the group for an overall layer, and the group can have a
04:01different time from the sublayer.
04:03So let's say I move this Video layer back, notice the top layer moves with it.
04:09I know I said it can have a different time, but that's really only when you have
04:13more than one object within the layer.
04:16So for example, if I move up to my circles, that's really only if you have more
04:20than one object within the group.
04:22So if I move up to my Circles group here, I can slide it back to the left, and
04:27now you notice I can move the start point of the different layers,
04:31but notice the in and out point is actually going to slide according to the one
04:38that's furthest to the left or furthest to the right.
04:43So, sliding and trimming groups is slightly different than sliding and trimming
04:47individual objects within the layers within a group.
04:51Now since I've gone ahead and changed absolutely everything and it's all sort
04:55of messed up again, what I am going to do is actually focus on that one section
05:01of the video and re-time everything again.
05:03So you can actually set the playback to only play back a certain section of
05:08video pretty quickly and easily by adjusting the play range.
05:11Now, just like trimming the in and out points by clicking on the left or right
05:15side of a piece of media, I can adjust the play range by clicking directly on
05:21this little arrow here that's pointing to the right.
05:24That will move the in point of my play range. And then I can do the same thing
05:28here with the out point.
05:29Now, if I want my play range to move based on a key command, I can go ahead
05:34and position my playhead and then hold down Command+Option+O to set my out
05:40point, and then if I move my playhead again, I can do Option+Command+I to move my in point.
05:47Now, when I press the spacebar, I'm previewing only that one section.
05:52So here, very quickly, I can move my playhead back to the beginning of the play range,
05:57select the Circle, press I, and just use the spacebar to begin and stop
06:02playback. Here I could move the next one, press I, I. I can do this in real time as well.
06:17Perfect!
06:19So remember, if you need to adjust the timing of the objects in your project,
06:23or just navigate the Timeline, the Timing panel and the Timing Window have you covered.
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Setting essential preferences
00:00Preferences are just that, your preference for how Motion should function.
00:07And of course everyone has their own opinion, but as someone who has been using
00:10Motion since version one, I definitely have some tips for you.
00:13And I know sometimes the thought of changing preferences can be a little scary
00:17since they do change how the app actually functions.
00:21Don't worry, when we were done with this, playing around with your preferences
00:24would be fun and maybe even a happy experience.
00:27So to access your preferences go up to Motion and choose Preferences.
00:33So as you can see, there are quite a few options here, but let's focus on some of
00:36the key specific areas.
00:38First thing: at startup when you first start Motion do you want it to create a
00:42new project or open the last project you had working?
00:46I typically like to have the last project set up on my machine, but for now I'm
00:51just going to leave Create New Project setup.
00:54Now look all the way down to the bottom in this Media section here.
00:57Notice Automatically manage unused media is selected.
01:02Those of you who like to actually go ahead and collect a bunch of media into
01:06your project before you actually ever drop it into the Timeline, you should
01:10deselect this option.
01:12Now, if you're the kind of person that only adds things as they need it then
01:16leave this button checked, because basically what this does, anytime you delete
01:21something out of your Timeline, if it's of no use in your project anymore, Motion
01:26is automatically going to delete out of your project.
01:28Now does that mean it's going to delete off the hard drive?
01:30No, it just means that it's deleting it out of this individual project that you're
01:35working on at this specific time.
01:37So let's jump over to the Appearance section. In here this is where you can set
01:41up your Timebar display.
01:43Right now, I have it set up for Name Plus Thumbnail.
01:46I could also set it up for Filmstrip.
01:49So let's scroll down here, so you can see my video here.
01:52Let me open it up so you can actually see the video layer. Let's change that to
01:57Filmstrip, and here now you can see each of the frames for each piece of my
02:01video, and it actually does something kind of cool with the graphics too.
02:04So you can see it's repeated the circle as well as the type.
02:08Now typically, I like to just leave this as Name Plus Thumbnail because it's a
02:13little less processor intensive.
02:15Now up here in the top of your Canvas you may remember as we're removing things
02:19around I was getting an update as to what was going on.
02:23That was because I had Dynamic Tool Info selected.
02:26That's on by the default.
02:28But those of you who are hardcore into your color or specific coordinates in
02:32your Canvas, you want to go ahead and select those options as well.
02:37You can choose to display your color as RGB, RGB (Percent), or have the actually
02:42Hue Saturation Value.
02:44Now let's move on to Project section.
02:46This is where you can set your Default Project settings,
02:49so anytime a new project get started you could have it let's say have a project
02:53duration of 5 seconds instead of 10.
02:55You can choose a different background color, and I don't know if you remember,
02:59but this is where we had the Project Browser get turned off.
03:03Now those of you who haven't followed along, you may have this Show Project
03:07Browser selected. Don't panic. If it is,
03:09that's perfectly fine.
03:11Just every time when you start Motion the Project Browser is going to pop up.
03:14If you want to turn that off, go and select this Use Project and then choose a
03:19specific project that you want to have Motion open.
03:22Now, if you're unfamiliar with exactly what I'm talking about, go back and watch
03:25the "Launching Motion for the first time" video.
03:28Now one of the first things that I always change in all of my Motion projects,
03:32and I'm going to do this now for the rest of the course--pay special
03:35attention--Create Layers At.
03:38This is something that drives me absolutely up the wall, because I have a
03:42tendency to start playback and stop playback and then decide, oh wait, I want
03:45to add a new graphic.
03:47Well, the problem with that, if I go ahead and let's say move my playhead down
03:52the Timeline here, and I want to go ahead and create a square.
03:56I'm just going to drag that out.
03:58Notice as I created the rectangle here, even though it's in a square shape,
04:03it actually is starting at the start point of my playhead.
04:07Now this would be fine if I were working in a linear fashion through the Timeline,
04:12but my brain has a tendency to jump around, so for me, I like to actually have
04:17this set up where it creates layers always at the start of a project.
04:22That way whenever I go to create a new object, it's automatically going to start
04:27that layer at the start of a project.
04:29Now, there are couple more preferences I want you to check out, and then
04:33we'll wrap things up.
04:34Time, this is where you can set whether you want your display as timecode or
04:39frames, and if you're working in a workgroup, you can set your frames to start
04:44from 1 or from 0, just so you can match everybody else.
04:49Down here, this is kind of important, if you have a system that isn't the most
04:52powerful in the world, sometimes you'll need to make sure that Motion can
04:56actually keep up if it's trying to play both the video and the audio.
05:01So you can tell Motion to skip video frames during playback or actually just
05:05pause the audio playback.
05:06That's entirely personal preference.
05:09Down here under Keyframing, it's really important, pay attention to
05:12these options here.
05:14By default, neither have been are selected, but if you find as you're moving
05:18keyframes in the Timeline, if you find that things are shifting, you might want
05:22to actually lock the keyframes in time.
05:25That way you can make adjustments to how the interpolation happens between the
05:29keyframes, but you can't actually move them up and down the Timeline.
05:32And if you've got really, really precise animations, you can actually allow
05:36for subframe keyframing, meaning you can have a keyframe that actually lies
05:40in between two frames.
05:42I really don't like that, but it's definitely an option if you need that precision.
05:47For Cache, I usually just leave all of these preferences their default, unless
05:52I'm on a system that has more than one hard drive. Then I like to set up my
05:56Autosave to a separate hard drive as well as my Optical Flow Retiming.
06:01What this does, as you're retiming objects in your project, it will actually
06:07create cache files so Motion doesn't have to try and speed up or slow down in
06:11writing those files.
06:12It will just write it once and save it off to cache until the next time you make that change.
06:18Feel free to explore the rest of these options from Canvas to 3D to Presets on
06:24your own time, but for now you should have the confidence to know some of the
06:27most key features that you will want to be changing. In the future, you'll
06:32know you don't need to hesitate if you need to change things up with your
06:35Preferences. Who knows, you might end up actually working a little bit faster.
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Customizing the keyboard
00:00One of the Motion's strongest features is its ability to adjust to many different
00:04kinds of input devices.
00:06You can use your keyboard or Wacom tablet or any kind of MIDI control device to
00:11control the different objects in your project.
00:13So it should really be of no surprise that you can customize the keyboard
00:17shortcuts for even more control.
00:19I found this is especially useful when I was constantly bouncing between
00:22multiple applications, like Final Cut and Motion or After Effects and Motion.
00:26All of the shortcuts can be modified through the Command Editor, so to open that
00:31go up under Motion and go down to Commands.
00:34Now before we click on Customize, I want you to look at Command Sets here and
00:38notice that I could switch to the Final Cut Pro Set of keyboard shortcuts.
00:42This way any of you who are Final Cut Pro editors, you don't have to relearn any
00:47new keyboard shortcuts.
00:48You can just go ahead and change them to the Final Cut Pro Set.
00:51Just keep in mind as I continue moving throughout the course I'm actually going
00:55to be referencing the standard set of keyboard shortcuts for Motion.
00:59Now let's go up under Customize and explore some of the different ways we can
01:02customize our Command Editor.
01:04First thing you'll notice, I have a full visual representation of my keyboard.
01:09Now if you look closely at the keyboard, you'll notice that you can see
01:12these little circles.
01:14These circles are telling me that I actually have something mapped to these keys.
01:18Now also they're color coded, and the color coding corresponds to the
01:23different types of commands.
01:25So here if I click on B, I can see that this is actually something from the
01:31Tools section and it's the Bezier tool, and here you can see without any
01:35modifier it's the Bezier tool.
01:37So what happens if I want to change what is mapped to a key? Well, here, let's go
01:44ahead and change the A key.
01:46A lot of people get tripped up because the A key is set to automatically start
01:50recording your animation.
01:52Now a lot of you may already use the A key to, I don't know, pull up your
01:56selection arrow or something else.
01:58But regardless, I'm going to remap the A option here.
02:02Now to remap a command, I can select the key and notice its set to record animation.
02:09If I want to get rid of that option, I can just drag by clicking and dragging
02:13right on the key anywhere off of the keyboard, and notice how I get that cloud?
02:17When I let go, watch what happens.
02:19First thing it we'll say, "The Command Set Standard is owned by Motion and can not be edited."
02:24Well, that's fine.
02:26I'm going to make a copy and name it Ian's Keys. I'll click OK.
02:31Now I have a new set of keyboard shortcuts just for myself.
02:35Now you notice here's A and there's nothing applied to it.
02:38It is no longer color coded or anything.
02:41Now in order to record animation, I need to go to my Transport controls, because I
02:46remember that was under blue, or I could just go up here and just start typing
02:50the word Record, and notice here is Record Animation.
02:54Now if I want this to be mapped to a different key let's say the U key, I can
02:59just click on this command and drag it right up to the U key and let go.
03:03Now I have that new command mapped to the U key, and sure enough I can see I
03:08have different options for modifiers as well.
03:11Now just because I have this command after the U key doesn't mean I can't turn
03:15around and still leave it map to the A key.
03:17Notice now I have the same command map to two different keys.
03:21I don't know exactly when you'd want to do that, but just in case, there it is.
03:25Now when you're finished editing all your keyboard commands, it's always wise to
03:30go ahead and save this out to an external drive, like a phone drive or even up
03:36in the cloud somewhere. That way, as your bouncing around from machine to
03:39machine, you can easily load your own keyboard shortcuts onto any system that you're working on.
03:45So to do that, go up under the pulldown where our menu set is set up
03:50and notice here now I have an option for export.
03:53When I go to the export, here I can save this as my own set of shortcuts.
03:58So I'll say Ian'sCuts and choose a place.
04:03I'll just save it on the Desktop and click Save.
04:06Now when I click Save here, all this is going to do is just save the changes that
04:10I've made to the specific Ian'sKeys set, so let's go ahead and click Save here.
04:15Now on another system, if I wanted to actually load up my keyboard set, I can
04:22click right here and then go up under Import, navigate to the file, and choose it accordingly.
04:28Now, sometimes you'll create some keyboard shortcuts that you'll want to delete, and
04:32if you need to do that, just make sure you have that set selected by checking
04:36where the check mark is, notice right here, next to Ian's Keys.
04:40Now I can go ahead and choose Delete, and say, "Are you sure you want to remove
04:43that command set?" and I'll say, "Yeah, sure." Delete.
04:47Okay, so I've gone into the Command Editor, we've customized some keys, we've
04:51searched for specific key commands, and we've analyzed how the different keys are set up.
04:57So I think you're ready to go out there and create your own custom keyboard
05:00sets and get things rockin' by saving at your own Command Editor settings.
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Using RAM preview and audio controls to get smooth preview playback
00:00Now, we all know that Motion was designed to play your graphics back in real time
00:04as you're designing your new motion graphics.
00:08If you've been doing motion graphics for a little bit, you probably also
00:11understand that that's not always going to be the case.
00:15Yes, Motion is powerful, but there will be instances where you've built graphics
00:19that are pretty complex and require a little bit more processing than what you
00:24can get by just playing back with the Play button.
00:27So if we look at our project here, you can see I have a bunch of particles.
00:31I have a replicator system.
00:32I've all kinds of things going on.
00:34So if we press the Play/Pause button, you'll notice I'm getting two-frames-a-second playback.
00:42This obviously is not going to give me a good preview as to what the animation
00:47is going to look like.
00:48So this is the perfect time to load a RAM Preview.
00:53See what RAM Preview does,
00:54it loads all the frames it can into RAM so it plays back those frames out of
01:01the hardware on your computer, as opposed to kind of a hybrid between the RAM and
01:06the graphics card and your memory, et cetera.
01:09So to load RAM Preview, you can go up under the Mark menu and go to RAM Preview
01:14and choose Play Range or All.
01:18Now, since my Play Range is the entire length of everything, we will just go
01:22ahead and choose All.
01:24So as a RAM Preview loads, a couple of things happen.
01:27First thing, this little thumbnail will update and load each frame, giving me a
01:32preview of my RAM Preview.
01:35I'll get time remaining in status as to how long it thinks it's going to take
01:40before the RAM Preview is actually loaded.
01:43And then if you look down here in the Mini Timeline, you'll see this green line moving.
01:49See what the green line is telling me, these frames have been loaded into RAM.
01:54So let's say for instance all of a sudden somebody comes in and they are like "Hey!
01:57Can I just see, I don't know, just the first ten frames?" Well, sure.
02:01If you press Stop in the middle of a RAM Preview, as long as you don't go
02:05back and change anything in your project, these frames will remain loaded in your project.
02:12So I'll just press Home to move my playhead back to the beginning and press the
02:17spacebar, and I want you to look in the upper-left area here.
02:21Notice now I am getting playback at 20 frames a second until obviously I crashed
02:27into all the frames that weren't loaded into my RAM Preview.
02:31Now, instead of always coming up to the Mark menu and going to RAM Preview,
02:35the thing that I typically recommend people do, Command+R. That will always load up
02:40the preview based on the play range, and it's just a key command you should
02:45probably get in the habit of loading.
02:47So I am going to press Command+R, and notice it quickly jumped ahead to frame
02:5234 and 35 because it knew what already had those first several frames loaded into RAM.
02:58Now that our RAM Preview has been loaded, let's press the Home button to
03:04move our playhead back to the beginning and press the spacebar and watch our animation.
03:11Now as I look at that, you can see some jitteriness that's happening, and that's
03:15typical for a RAM Preview.
03:17See, it's just trying to load everything into RAM and then play it back.
03:21So sometimes things may look a little crazy when you're loading it into RAM
03:25Preview, but honestly, it should work perfectly well when you go to export your project.
03:30So sometimes instead of doing a RAM Preview, you need to actually do a Preview Render.
03:35Now there is one other thing I want to tell you about before we pop out of the
03:40RAM Preview section:
03:41that's actually previewing audio.
03:44So if you press F6 to open the Timeline, down in the lower-right corner there
03:50are three buttons, and the middle one will actually show us the audio that's tied
03:55to this piece of video.
03:58Notice it's already been turned off,
04:00so let's turn on that audio of Pablo. And even though we loaded a RAM Preview,
04:07notice it's still loaded in the project because the RAM loaded in the video and
04:12the audio is just going to play back separately.
04:14So when I play this, we should hear audio in addition to seeing the video.
04:20(music playing)
04:32So if you ever need to turn off the audio, all you have to do is just disable it
04:38in the Timeline. Or if you leave it on, you can hide the audio so you don't
04:44necessarily see it as you're making your edits.
04:46Just understand that that's still going to play back.
04:51Now if you still want to leave the audio on in the Timeline and play back but
04:56not necessarily hear the audio, you can use this button right here.
05:01If you turn that off, that will mute the audio track.
05:06Then when we play things back, it'll play back with the RAM Preview without the audio.
05:12So whether you're trying to preview your animation with just animation or with
05:17animation in an audio track, understand RAM Preview is probably going to be one
05:23of the features that you will get most comfortable with.
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Introducing markers and audio
00:00Now even though Motion is designed to work in real time and let you just sort of
00:04drag and drop things and free your mind, there will be plenty of instances where
00:09you will want to kind of pause for a second and look at where you are,
00:13possibly make some notes, and adjust timings. And honestly, especially when
00:18you're dealing with audio, you're going want to add markers, because let's face
00:23it, you don't want to sit there and constantly have to watch something play back
00:26over and over again and stop and slide things and move things around just to get
00:30all the timings correct.
00:32Sometimes it's easier to just add your footage, add markers that correspond to
00:37how you want to adjust things, and then move on.
00:40So let's do that with this project.
00:43If you notice, I have my Layers panel and my Timeline open; if yours aren't open,
00:49press F5 and F6 until you see them.
00:51And in your exercise files, we're just going to go to the Media folder under
00:56Footage, and there's a folder in here called Pablo.
00:58If you open the Pablo folder, there is a piece of footage, Pablo_Wide, and it's
01:04Pablo dancing at the studio, and this the clip that we want,
01:07so let's add it to our project. Just click the Import button.
01:11Now notice when we added this clip into our Timeline here we have video and we
01:17also have audio down here at the bottom.
01:20I know this is the first time you're seeing this, so I kind of want to draw
01:23your attention to this if you're not seeing this in the bottom of your
01:26Timeline, you want to go down to the lower-right corner and make sure that
01:31this button is enabled.
01:32This way you can actually see the audio in the clip.
01:35Now let's preview our clip.
01:39(video playing)
01:43Okay, just so we can see things in our Canvas, press Shift+Z to resize the
01:48Canvas, after clicking in the Canvas. There we go.
01:52Now we can tell that this is the audio that was recorded off camera during the
01:56shoot, and a lot of times for your production you will want to go back and get a
02:01high-res version of that song and drop it into your project, but for the short
02:06term this is perfectly fine.
02:09Now if there is an occasion where you want to delete the audio track off of the
02:14video track, you can unlink the audio track just by clicking on this little Lock
02:20Link icon, select the audio track, and press Delete.
02:25Now if we move around and play, we don't have any audio with our video.
02:30Now that's not what I wanted to do, so I'm just going to Command+Z to undo that,
02:35and I'll make sure that my audio is still linked to the video.
02:38This way as I drag the video back and forth, the audio is tied to the video.
02:42See if I left it unlinked, notice I can move the video separate from the audio. All right!
02:47Well, now that we've covered some of the basics in how to see the audio. If you
02:52don't want to hear the audio, it's pretty much the same thing as turning off the
02:56visibility of a layer.
02:57In the Timeline just deselect it, and now when we begin playback you notice it's
03:02going to play then the audio.
03:04It's perfectly fine. Okay.
03:06So we know how to add the video clip.
03:09We know how to deal with audio aspects of things.
03:12Now let's add some markers.
03:15Now there are two kinds of markers you can add in Motion:
03:18there are project markers which hang out at the top of the Timeline over
03:23absolutely everything, and then there are object markers, which are tied to
03:27individual objects in your project.
03:31So you can add markers in real time at any time by pressing the M key.
03:36I'm going to select the Pablo_Wide video layer, press Home to move my playhead
03:42back to the beginning, and when I press the spacebar, we'll hear the audio. And I
03:47want you to press M a couple of times, maybe two or three times, at different
03:52points when you think you might want to add in edit, so here we go.
03:55(video playing)
04:02Okay. So now we've just added an Object Marker.
04:06What's great about this is the fact that these markers will move with the clip.
04:11So even if I slide this down the Timeline and play the clip back, the markers
04:17will still line up with the beats that I marked out.
04:19(video playing)
04:24So we've successfully added object markers.
04:27To add markers in the project, all we have to do is make sure nothing is
04:31selected. So just click up in the Layers panel and now when we press the
04:35spacebar, just press M at an edit point.
04:39(video playing)
04:44Okay, so I'm just stopping playback here.
04:46So we added a marker in the project.
04:50So now if I click and drag, you'll notice I have an object marker and I have my
04:55project marker, and as we drag, notice the markers will snap to each other.
05:00So if I wanted to line up these for an edit point, I could use it for
05:04something like that.
05:06Now one last thing I want to talk to you about, audio, before we get out of this
05:11video, and that has to do with audio playback.
05:14So I want you to go up to your Motion Preferences, so go to Motion >
05:17Preferences, and go to the Time section.
05:20In here there's playback controls that pertains specifically to audio.
05:25So, if the audio sync is lost, you can tell Motion to skip the video frames
05:30and keep the audio playing. Or if audio really isn't that important to you,
05:35you can just change it to pause the audio playback, so it will always play the video back.
05:40Now you can also limit playback speed of the project to the project frame rate,
05:45which is something that pretty much I always do, but you can also have the audio
05:50loop while scrubbing, and usually I just leave those selected.
05:55So if you're having issues when you're trying to play back your audio, make sure
06:00to go in and change your Audio Sync Preferences to your personal preference.
06:06So even though we've covered a fair amount about our audio and markers, I'm sure
06:11you'll see these different techniques repeated throughout the rest of the
06:15course, because markers and audio are things that you'll be dealing with on
06:19quite a regular basis.
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2. Adding Assets to a Project
Adding assets to a project
00:00Do you have one of those friends who seems to just always make friends with everyone?
00:04I know it sounds strange, but Motion is just one of those kinds of applications.
00:09It plays pretty well with others, but just be aware, it plays well to a point.
00:14For example, Motion can import video files like QuickTime, of course, but it
00:19can also import layered Photoshop documents and even vector files like
00:23Illustrator documents.
00:24So let's look how to import these files, and I'm going to show you some tips for
00:29getting the most out of each format.
00:31If you navigate in your File Browser to the exercise files, scroll down to the
00:36bottom under Media, and in here you should see we have an option for some
00:40PSDs and an Illustrator file.
00:43Let's start with the PSD, if you just click on the PSD, notice up here in your
00:50preview area for File Browser
00:52it'll tell you it's a Photoshop document,
00:54its millions of colors, and its size.
00:57Now I can import this just by clicking on the Import button and the layers will
01:03automatically get imported. The problem is, notice it just brought in one
01:08layer, and that's not what I'm looking for.
01:11What I want to do is bring in a layered Photoshop document so I can animate all of the layers.
01:16Well, to do that, you want to just drag and drop the PSD right into the Canvas.
01:22Go ahead and make sure your dynamic guides line up, so you're right in the
01:25center of the Canvas there and then if you just stop moving for a second, you
01:30will notice I can import merged layers, which is the first option, or I can import all layers.
01:38Now I want to import layers, but just so you know, you can choose a specific
01:42layer, if you only want to choose one element out of a Photoshop document.
01:46Let's choose Import All Layers.
01:49Now under here you'll notice it brought the PSD into my Background_Video group,
01:55but it also created the Stripes_Circles comp here, and I have my circles which
02:04exist within a group, and I have each individual layer.
02:09So let me explain something here. This is really kind of cool.
02:12In the previous version of Motion, when you had groups of layers in Photoshop
02:17and imported them into the Motion it kind of created these strange blank layers
02:21and all kinds of other strange things.
02:23Now when you drag and drop these files right into Motion it just automatically
02:28keeps the groups organized.
02:30Now, it's kind of hard to see, but there is a glow on these two lines, and these
02:36two lines were created with this graphic here called the Center_Bar.
02:40I know that that glow was actually a layer style in Photoshop.
02:45Now, it did bring in the layer styles as a rasterized graphic element, so I can't
02:51really animate that glow, but it did bring in and looks to be correct.
02:57As a matter of fact, if we go to the Inspector with the Center_Bar
03:00layer selected, if you go to the Properties section, notice it even
03:05transferred the Blend mode.
03:07I had Vivid Light selected for that layer, and that was brought in.
03:11If we click right on these groups of circles here, you'll notice ,as I click on
03:16each circle, I have a different opacity setting.
03:19That too was brought over directly from Photoshop.
03:22So this is all well and good, but all of these layers are actual bitmap images.
03:27See, if I select one of these circles and I just start scaling the circle up,
03:32eventually you'll see those jagged edges, and that's not what we want at all.
03:37So this is when you want to actually import an Illustrator file.
03:41So to do that, I'm going to jump back to my File Browser and in my navigation
03:45here, I'm going to jump back to my Media folder and go to Illustrator and just
03:50drag and drop the Illustrator file right into my comp window.
03:56Now notice even if I stop moving, it's not going to give me the option to import
04:00multiple layers. If I opened this Illustrator document, you would see that each
04:06one of these waves existed on its own individual layer, but since Illustrator
04:11files aren't supported for multiple layers inside of Motion,
04:16it flattened that to one individual layer.
04:19So let's go ahead and click and drag on the corner to scale up our Illustrator
04:25file, and you'll notice I'm still getting strange rasterization here.
04:30Well, that's not pretty, because I should be seeing things nice and sharp.
04:36Well, even when I view it at 100% magnification, I still have jagged edges.
04:41Well, let's go to my Render settings here.
04:44Yep, I'm set for full resolution.
04:46If I set my quality up to Best, no, that still doesn't seem to do anything.
04:51What you need to do is select the layer and if you right-click on the layer,
04:55you can choose Reveal Source Media. You can also press Shift+F. And when you say
05:02Reveal Source Media, notice it automatically opens up the Media tab ,which is
05:07hidden beneath your layers tab here, and notice PDF is selected.
05:12Now let's look under the Media section of my Inspector, and you'll notice
05:18there's an option for Fixed Resolution, which is on by default.
05:22So if I go ahead and turn that off, check it out: now I have a nice smooth
05:27Illustrator file that I imported into Motion.
05:30If I go ahead and select that one layer and look at its properties, you can see
05:35I've got it 300% magnified and it's still sharp as all get out.
05:40Now there is one last thing I want to show you and that has to do with
05:42interpreting footage.
05:44Sometimes when you bring in QuickTime files or other types of video files,
05:48you may have to end up changing exactly how that footage is interpreted within Motion.
05:55So to do that, go and select the file and again just open it in the Media tab, and
06:00here I've got my QuickTime file. There we go, you can see it.
06:04So with the QuickTime file selected, if you go to the Media section under the
06:08Inspector, this is where you can change how the alpha has been interpreted, the
06:13pixel aspect ratio, the field order, you get the general idea.
06:18You can even swap out the footage if you want by clicking the Replace Media File
06:22button right here in the bottom of the Media window.
06:26Now, notice it shows you each individual layer that has been linked back to this specific file.
06:32So now that you know how to interpret a QuickTime file, let me just show you
06:36that it's just as easy to import the QuickTime file as it is importing Photoshop,
06:41Illustrator, any of those other files.
06:43So I'm just going to press Shift+Z to reset my magnification back to 100%, and
06:50I'll go ahead and turn off my Wave layer because I find it a little bit
06:54distracting, and here let's go to the File Browser and navigate back in our media
07:00folder here to look for some footage.
07:02Now, I'm going to go ahead and go to the B-roll studio footage, and I want to cut
07:07from this grand piano to the railing piece of footage.
07:12Notice the second I select the footage it's already playing up here in my Preview window.
07:18Now I can import this by clicking the Import button.
07:21I can drag and drop it directly to the Canvas.
07:23I can even drag and drop it directly in the Timeline.
07:26Just be aware, if you drag and drop directly to the Timeline or the Mini
07:30Timeline up here, it will actually insert the start point of the media wherever you dropped it.
07:38So notice here, it's telling me right at three seconds, that's where my media is
07:42going to go ahead and start.
07:43So as you can see, adding QuickTime files as well as adding Photoshop,
07:48Illustrator, you name it, Motion is just one of those applications that like to
07:53be friendly with just about everything.
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Using the Library
00:00Now, the Library in Motion is really a great place to start when it comes to
00:04creating any kind of graphic. Much like the name Motion pretty much says it all,
00:09Library is just that.
00:11It's a library of just about everything you can do, or just about anything you
00:16can create in the application.
00:18For people who are visual learners, the Library is a great way to preview
00:22what something looks like before you even think about possibly adding it to
00:26your specific project.
00:28So to check out the Library, let's go ahead and press Command+2 on our keyboard.
00:33We will jump right to the Library here on the left-hand side.
00:36Now, first thing I want you to notice, we actually have these different
00:39categories moving down the left side.
00:42So if I select any one of these different categories, I can see subsets in here.
00:50Now, we haven't gone over each individual object that you can create in
00:53Motion just yet, because the Library actually helps me illustrate this very, very well.
00:59So let's get a little bit familiar with everything that we can create from the
01:03Library as we actually explore using the Library. So first thing, behaviors.
01:09If I go ahead and choose one of these folders here on the right, like Basic
01:13Motion, let me go ahead and click on Grow/Shrink, and sure enough I get a
01:18preview up here telling me it scales an object larger or smaller continuously or
01:23to a specific value.
01:25I could continue clicking through and checking out all of the different kinds
01:29of behaviors that I can apply, or we could jump onto the next section.
01:34Let's look at filters.
01:36Filters are something that I'm sure no doubt you are already familiar with.
01:40But if I wanted to stylize this background video, I'd actually want to add a filter.
01:46So I am just going to click on my Background_Video layer here and press F5, just
01:50to make sure that I had the right layer selected, and I do.
01:53So I'll press F5 to close that window again. And in here, I can preview, again in
01:58my Library, exactly what a filter is going to look like before I ever apply it.
02:04And while I can actually access all of the different filters here really
02:08quickly, I can jump to each individual subcategory if I want to stylize
02:13something different.
02:14So here, let's go ahead and just add a nice glow to our already-blown-out piano video layer.
02:21So to apply a filter, all you have to do is click Apply or drag in and drop
02:26it right to the layer.
02:27So when I let go, now I've actually got a slight glow applied.
02:31It's kind of hard to see, but if I begin playback here, you'll notice some of
02:35the highlight areas are a little bit more blown out in the video.
02:39Now, I could go ahead and tweak those settings, but again, this is about the Library.
02:43So let's continue exploring. Image Units,
02:47notice I have Image Units here and I have Image Units here.
02:50Basically, you want to pay attention to these icons.
02:54So this icon here is telling me that I've got a filter.
02:58This icon here is telling me I'm using a generator.
03:02Now, there are Image Units for filters, and there are Image Units for generators.
03:07Basically, what this is is a type of element that has created off of the core
03:14engine that's actually used to create graphics in Mac OS X. So these are very
03:20efficient ways of stylizing video and creating new graphics just by using these Image Units.
03:28That's why they're broken out separately from the standard filters and generators.
03:33Now, particle emitters we'll cover pretty in depth a little bit later, but for
03:38now, I just want you to click through and look at the preview up here at the top of the page.
03:43This will show you exactly what the particle system is going to look like before
03:47you apply it to your project.
03:49Now, I'd like to add some kind of little sparkle to our scene,
03:53so if we go ahead and click on Sparkles, I can choose Weightless Spark, and
03:59yeah, I think that looks kind of cool.
04:00So to apply it to the scene, all I have to do is click Apply.
04:03Now, you usually wouldn't see the particles until you move your playhead down the Timeline.
04:09But since my playhead was already down five seconds, I am seeing my particles.
04:14So if you're not seeing particles, go ahead and press the spacebar and just let
04:17your playhead move down the Timeline.
04:19Now, when I hit the spacebar, it moved in the Library.
04:23That's because I haven't actually selected the Timeline to make it active.
04:27Now, with the Timeline active, I can hit the spacebar and actually preview
04:30what's going on in the scene.
04:35Now, it's not uncommon for Motion to actually have a hard time playing
04:40something back when you start layering elements on top of elements on top of
04:43elements, and the easiest way to get a preview for something like that is to
04:48load up a RAM Preview.
04:50But for right now, again I want to stay focused on the Library, so I am just
04:54going to jump back here to Replicators, and show you some of the different
04:57replicators that you can actually create.
04:59Replicators are very similar to particles except they're a little bit more
05:04organized in how things are created.
05:07It just creates duplicates of whatever element you load into the
05:11replicator, hence its name.
05:13You can also choose individual shapes and gradients and fonts and text styles.
05:20Music links you right up to your iTunes. Photo links you right up to your
05:25iPhoto. You get the general idea.
05:27There is a ton of content in Motion.
05:30Just about any kind of graphic you think you might want to create or use at
05:34some time is probably already in the Library.
05:38If it isn't, it's a great place to go check for a starting element that you
05:42could then tweak and turn into exactly what you are looking for.
05:45Now, in addition to just using the visual nature of the Library as a reference,
05:50I also encourage you to browse through some of the more complex elements, like
05:54particle systems, just to see if you can learn something ne, or find something
05:59that inspires you for creating some new elements later down the line.
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Working with layers and groups
00:00Now one of the things I find most interesting about working in Motion is the way
00:05that it's actually organized.
00:07It's kind of neat that you can see absolutely every layer involved in a
00:11composition, including all of the nested elements, without having to go into each
00:15individual pre-composition.
00:17Now if you're unfamiliar with what I am talking about, don't worry about it.
00:21That's where we are going to get to in this video.
00:23So if you don't already have this project open, open 02_03_layers and then press
00:29F5 to open your Layers panel. In here you'll notice I have a background layer,
00:35and to give myself some more viewing area I am just going to press Command+1 to
00:40hide my File Browser.
00:41Now we should be able to see the full name of all of the layers and groups.
00:46Now, most the time you see a disclosure triangle like this. That usually means
00:50that there are other elements underneath of that group.
00:54So as you can see, my background video group contains my Stripes_Circles
00:59Photoshop document that we imported in the previous video, as well as this
01:03B-Roll_Piano QuickTime.
01:06Now if I press the spacebar here, you'll see our animation is kind of blah, and
01:13really we need to spice it up.
01:14So to do that, I want to start duplicating some of these different graphic elements.
01:19I am just going to press the spacebar to stop playback and open up our
01:23Stripe_Circles comp here, so we can see what we are dealing.
01:27Now I have these three bars.
01:29I am going to start by duplicating these bars.
01:33Now to do that, I am going to select Bar1, hold down Shift, and select Bar3.
01:39Now with all the layers selected, I can go ahead and press Command+D to
01:42duplicate these layers.
01:44Notice they have been duplicated in the layer hierarchy.
01:48So if I want to actually move these individual objects as a group, what I should
01:53do is group them all together in one new group.
01:57Now with all three layers selected, it's pretty easy to do; all you have to do
02:01is right-click or Ctrl+Click on one of the layers and then go out here and choose Group.
02:08Now with that group I've automatically added all three of the elements into the
02:13new group, and you notice my bounding box is now around all three elements, rather
02:18than three individual elements.
02:21So now if I want to rotate this, I can just click on our rotation handle and as I
02:26hold Shift, I can make it snap in 90-degree increments, and now if I just click
02:31anywhere inside the bounding box, I can go ahead and just reposition this layer.
02:37So now I've got some copies up here.
02:39Let's duplicate the circles.
02:41Now since the circles already reside in a group, I am going to use key command
02:47right here within the Canvas.
02:50If you hold down Option and click and drag from within the bounding box,
02:54notice I automatically create a copy of that group, and you can see it here
03:00in the layer hierarchy.
03:02Now one of the issues I'm running into is the fact that my anchor point is way over here.
03:06So if I click on rotation, it's going to spin way off this screen.
03:10So I'll just click and hold on my Transform tool to access the Anchor Point tool.
03:15Now I can just click the x axis control handle and the y axis control handle to
03:21move the anchor point back to the center of these circles.
03:27Now, when we grab our Transform tool, now my anchor point, as you can see, is
03:32right here in the middle.
03:34Now, since these circles are grouped together, if I wanted to scale this group
03:39up, I could just click on any one of the corners and hold down Shift as I drag,
03:45but notice if I don't hold down Shift until after I start transforming, there
03:52will be a distortion.
03:53So make sure to hold down Shift first and then click and drag.
03:57Now, look what happens if you expand a layer group and select the
04:01individual elements. Okay.
04:05I'm just holding down Shift as I'm clicking, but now watch what happens.
04:08If I hold down Shift and click on one of the corners and start scaling, notice
04:13they're scaling around the center point of each individual element, not the
04:18whole group together.
04:21So now I've got kind of these disjointed circles, which isn't quite what was going for,
04:26so I will just Undo that command and then move these circles over here to this side.
04:31So this is already starting to look a little more interesting, but what I want
04:36to do is go ahead and group the Circles copy in my new bar group here.
04:41So I will rename the bar group L_BarGroup, L for left, and then here's my Circles copy.
04:50So click on Circles copy and if you hold down Command and click on
04:54L_BarGroup, that will allow you to select both groups without selecting the
04:59intermediary layers in between.
05:01So now if I go ahead and right-click, I can group these groups, and now I can
05:06go ahead and move this as a unit. Or if I hold down Option again, I can make copies of this.
05:13So this is starting to look a little more interesting.
05:16Now I am going to hold down Shift and click on the corner to scale this down.
05:22Again, let's go ahead and move our anchor point.
05:28So I think you're probably sensing a theme.
05:31Using Option+Drag or Command+D or right- click to group objects, it's very quick
05:39and easy to actually group multiple layers into multiple groups.
05:45Now one of the things that also translates as you're moving things around and
05:50making copies is the ability to apply filters and behaviors to groups as opposed
05:57to individual layers.
05:58And we will get to that in a little bit, but for now we've covered a lot of the
06:03basics when it comes to dealing with multiple layers and creating groups.
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Understanding and using blend modes
00:00Ah, yes! Blend modes can be much like life or taxes;
00:05you to make them as simple or as complicated as you like.
00:10As an artist with some pretty decent technical abilities, I often end up talking
00:14about blend modes only to see people's eyes start to glaze over.
00:18So for now I would really like to avoid that and actually keep things as
00:22simple as possible.
00:23So before I get into each individual nuance of a blend mode, I want to actually
00:28show you where you can find blend modes.
00:31So first thing, when would you want to actually use a blend mode?
00:35Well, the precise time would be anytime you want to actually blend something
00:41into the background.
00:43So each blend mode, you can actually change how an object interacts with
00:49the layers below it.
00:51It's really important to remember "layers below."
00:54So let's go ahead and select this Stripes_Circles group here and press Command+3
01:00to open up the Inspector.
01:02So first thing, you notice under Properties in the blending section, sure
01:07enough, here is blend mode.
01:09So notice this option is set to Pass Through.
01:12Well, Pass Through is the default setting for groups when you have many
01:18different layers nested within that group.
01:21So if I wanted to change how this group of purple circles blended with the
01:27layers below, I would select this group and change the blend mode from Pass
01:32Through to something like Multiply.
01:35Now you notice what ends up happening is this set of circles is now blending
01:40with the layers below.
01:42Now I chose Multiply for a reason, because it's the direct inverse of Screen.
01:49So it's kind of interesting. Different blend modes are organized into different
01:54groups and basically the way its set up is based on lightness or darkness.
02:01So as I'm selecting these purple circles, I'm telling them to screen over the layers below.
02:09So notice the bright pixels are popping right through my purple circles, whereas
02:15the darker pixels are actually staying masked underneath.
02:19See, if I chose Multiply, notice the purple pixels now have turned really,
02:24really dark, and they are blending into the background layer.
02:28So each group is set up to function slightly differently.
02:32So the easiest way to think of the Multiply group, Multiply is great to get
02:39rid of white pixels.
02:41And Screen is actually really good to get rid of black pixels.
02:48So if you have an element that has all white or all black pixels, it's an easy
02:53way to get rid of that element.
02:55So here, let's select our Dance type layer here, which is white, and choose Screen.
03:02Well, nothing happened.
03:04There is reason nothing happened.
03:06If we go to Multiply, now those pixels are gone.
03:10See, it's Multiply that gets rid of the white pixels, Screen that gets rid of the black pixels.
03:17So obviously this is not what we're trying to do with this individual type layer,
03:22so I'll change that back to Normal.
03:25One thing I can recommend when you're dealing with actually trying to blend
03:29different layers together: don't deal with 100% white or 100% black layers.
03:34When you do that, you'll end up with situations like I just illustrated where
03:39the white elements are completely gone, or same thing with the black pixels.
03:45So let's go ahead and blend in this background circle here.
03:50So if I press the spacebar, I can play my animation and as you can see, it's a
03:56video of the dancer dancing around on the stage.
04:00Now I want a blend this back into the piano layer below.
04:06In order to do that, I'm just going to stop playback here for a second and go to my blend mode.
04:11Now if I want the dark area where his pants are to actually get knocked out,
04:17what would I choose?
04:18I would actually choose Screen.
04:21So let's go to Screen, and now you can see the darker areas are actually
04:26getting knocked out.
04:28Now, it's not 100% knocked out, because some of the elements from the layer below
04:33are actually shining through.
04:34But if we press our spacebar, now you notice the circle looks a little bit washed out.
04:41Now, the subsequent groups of blend modes function in a similar manner.
04:46They just tend to take into account a little bit more from each of the different
04:52color channels, whether you're talking about the red channel, the green channel,
04:55the blue channel, you get the idea.
04:57These last set of groups here, I like to think of these as composite groups.
05:03For example, if I chose Stencil Alpha, notice when I chose that all the layers
05:08below are automatically cut out based on the alpha channel of our DANCER layer.
05:15Now you notice I can't see the dancer anymore, because it's actually acting as a
05:19stencil to only show me this background layer.
05:23See, if I move this all the way up to the top of my layer hierarchy, now notice
05:27it's cutting absolutely everything out.
05:30So this is actually a neat tricky way of masking a group of layers if you don't
05:36want to have to go in and apply a mask to an individual group.
05:40You can just go in and change the individual blend mode.
05:43So I want you to experiment with your own blend modes to see exactly what
05:47you might come up with.
05:49I think you will find if you stick to the sections method, you will have a good
05:52place to start and can easily refine your blends as soon as you choose different
05:57settings within each section.
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3. Animating with Behaviors
Adding and adjusting behaviors
00:01So if you're new to animation or creating motion graphics, behaviors will make
00:05total sense and you may not completely understand what all the hype is about.
00:09But if you're coming to Motion from another application like After Effects,
00:13using behaviors might be rather liberating or quite possibly frustrating.
00:18See, if you're an After Effects artist, I'm just going to stop for a second and
00:21speak to you just for this one minute.
00:24I just want you to free your mind and stop thinking about animation in such a
00:27precise keyframe-driven manner.
00:30Just think about what it was like the first time you rode your bike.
00:33Remember how great you felt just to ride?
00:35You didn't have to think about turning the handlebars or remembering to lean
00:39when you turn; you just turned.
00:41Well, that's what we are going to do with behaviors.
00:43You might want to think about behaviors more like expressions.
00:46Now that's my little note to After Effects users. Now let's go ahead and just
00:51jump into actually using behaviors, because like I said, those of you who are
00:54unfamiliar with motion graphics, using behaviors may be very natural.
00:59So I want to browse through some of the behaviors.
01:01So if you press Command+2, that will open up your Library and if you go to the
01:07Behaviors section here on the left, go ahead and select that, you can see we
01:10have all kinds of different behaviors.
01:13So if you notice on the right side of the window here, we have audio
01:17behaviors, some Basic Motion.
01:19Well, let's look at some of the Basic Motion.
01:22You can control things like the fade-in and fade-out of an object.
01:26You can make objects grow or shrink.
01:30Motion Path, it's very much like just drawing a Bezier path and having that
01:34object move along the path.
01:36So as you can see, you know we can click through and check out each of these
01:40individual behaviors, but I just want you to understand how to use the
01:44Library and browse through a couple different behaviors before you actually
01:49start applying behaviors.
01:51Now the behavior I want to start with is specifically designed to work with shapes.
01:55Remember how I was talking about how these shapes were built within Motion?
01:59Well, one of the things that I want to do, since these look like bubbles, I want
02:03them to sort of jiggle like a bubble would.
02:06This is one of the strongest features for behaviors, the ability to
02:11create organic motion.
02:13Let's go ahead and choose Randomize Shape and if you notice here, it randomly
02:18animates the control points of a shape over time.
02:22So to apply this, since I already have the yellow circle selected, all we have
02:26to do is click the Apply button here in the top of the Library.
02:30Now that that behavior has been applied, you can see the four control points
02:33that were actually used to create the shape.
02:36Also, the random behavior actually appears underneath of my shape and it
02:42populates the Mini Timeline down here.
02:45So if we go ahead and make sure we have the Timeline selected, just by
02:49clicking anywhere over here, you can go ahead and press the spacebar and
02:52preview the animation.
02:54I am just going to deselect the shape so we can hide all the edges here, just by
02:59clicking down in the lower section of the Layers panel.
03:02That's actually moving kind of quickly,
03:04so what I want to do is pause playback just for a quick second here and go back
03:10to my Inspector and reselect my behavior, if it's not already selected.
03:14You want to make sure in the Inspector to go to the Behaviors tab and in here
03:18I can actually control the amount of randomization as well as the frequency and the noisiness.
03:25Now usually as I make adjustments to this behavior, I want the playback
03:30of Motion to continue.
03:32That's the main idea behind Motion.
03:34So I am going to go ahead and press the spacebar to begin playback and just
03:39adjust the Amount here for one second.
03:42So we can increase the Amount but bring the Frequency down so it doesn't
03:46wiggle quite as much, and then we can bring the Noisiness down, which again will
03:51kind of limit the amount of difference between the separate adjustments.
03:57Now I am going to stop playback just for one second here and show you the Apply mode.
04:02Notice right now it's set to Add.
04:04What it's going to do is add an amount of 14 units to the position of the X or Y
04:11of any one of these points that make up the shape.
04:15If we choose a different Apply mode, such as Add and Subtract, it'll actually
04:19double the Amount, 14 one way, 14 the other way.
04:23So I just kind of wanted you to be aware of how that function actually worked.
04:27Now one of the cool things about behaviors is the fact that you can easily copy
04:30those behaviors from one object to the other.
04:33Now right here in the Layers panel, if you go ahead and hold Option and click
04:38and drag, you can drag the same random behavior right down to the purple circle.
04:45Now if we press the spacebar to begin our playback, look what happens.
04:49Well, that's not very realistic;
04:51they're actually moving the exact same way.
04:54So I will just stop playback for a second here and go down here to this
04:57Random Seed button.
04:58Right there where it says Generate, click on that, and that generates a different
05:02Random Seed number, so the shape looks slightly different, but it will still
05:06wiggle around the same amount, the same frequency, et cetera, as long as you don't
05:11change those settings.
05:12So I'll just deselect this behavior and watch playback again and as you can see,
05:17we've got some slightly different moves from one shape to the other.
05:22Now there is one more type of behavior I want you to be aware of, and that's
05:26actually called a parameter behavior.
05:29I love parameter behaviors because you can tie them to a specific parameter.
05:34Let me show you what I am talking about.
05:35This gray circle here in the center, let's say I just want the position of that
05:40to kind of move left and right on the X axis back and forth.
05:44Well, with that circle selected, if you go to the Properties section of your
05:48Inspector, open up the Position disclosure triangle, and just Ctrl+Click or
05:54right-click on the X parameter and you should get this dropdown menu, and right
06:00here you should see Add Parameter behavior.
06:03Now since I want this to slide back and forth on the X axis, I will just choose Oscillate.
06:08Now this behavior is applied only to the X axis of this individual parameter, and
06:15you can see that down here under Apply To.
06:17And if you wanted to change that, you could click this button and choose a
06:20different parameter or have it do X and Y, X, Y, Z, you get the general idea.
06:26Now, in order to preview this, you can go ahead and press the spacebar again and
06:30see exactly how that's moving.
06:32Now, I'm going to adjust the Amplitude down here quite a bit, so it's a little
06:37less long in terms of its moves back and forth across the screen, and let's just
06:43go ahead and stop playback there for a second. And I could definitely adjust the
06:46Speed or some of the other different parameters just by clicking and dragging in the Inspector.
06:52So obviously, I could sit here and keep applying parameter behaviors and
06:56different things all day long, but I think you get the general idea of how to
06:59use behaviors, and as you can see, it's a very natural way to animate.
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Adding multiple behaviors
00:01Using behaviors in Motion is already pretty powerful, but when you
00:04start layering behaviors one on top of the other, things really start
00:08to get interesting.
00:10Now if you're following along from the previous video I just want you to
00:13understand that I went ahead and changed some of the behaviors that I applied to
00:18the different circles here, and I just sort of tweak to the Apply mode as well
00:22as the Amount and that sort of thing.
00:24So to show you where we are right now, I'm going to go ahead and press the
00:26spacebar to begin playback, and as you can see, we've got kind of a jiggle on
00:31these different shapes that are kind of distorting each of the circles to move
00:35like bubbles, and this large center circle here is just kind of sliding back and forth.
00:40I want to layer some different behaviors together.
00:44Right now, since this large circle is just kind of moving back and forth,
00:48I want to go ahead and apply that same sort of Random shape behavior to this shape as well.
00:54So I can choose the one right from this green circle and hold down Option and
00:59click and drag to drag that up to this other shape.
01:02Now notice there is an order to how this is actually been applied and for these
01:08two behaviors, since they're not so directly related, it's not going to make that
01:12much of a difference, but as you start layering behaviors, that's something that
01:15you will want to kind of keep an eye on, And don't worry; I'll show you some of
01:19that as we continue on.
01:20But for now, let's go ahead and choose a slightly different Random Seed by
01:25clicking the Generate button here, and I'll just deselect just by clicking down
01:29here in the Layers panel, and we can see exactly where we are right now.
01:32So as you can see, now I have got a little bit more wobble to this circle and now
01:38I'm actually ready to apply another behavior.
01:41What we're going to do is actually apply a behavior to this group as a whole.
01:46Now I want this behavior to affect each of the different objects within the
01:51group slightly differently, and you can do that with certain behaviors in the Library.
01:56So let's jump to the Library and under Behaviors, I want you to go to
02:01the Simulations folder.
02:03In here these different simulations are designed to actually work with multiple
02:07objects and they work extraordinarily well when you apply them to groups.
02:12Now the first one that I want to go ahead and apply is this Random Motion behavior.
02:17What it does, it just sort of randomizes how this object is going to move.
02:21So if we go ahead and click Apply, since I already had that group selected, it
02:26applied that behavior, and now you can see it's just created this one sort of
02:31random move. And if I deselect and press the spacebar here, you can see they're
02:35all moving in unison, and that's not really what I'm going for.
02:39So I'll just stop playback here and select that behavior and in the Inspector
02:44notice in the Behaviors area under Random Motion. There is this option for Affect Subobjects.
02:49If we go ahead and select that, now you notice I've lost that motion path, but
02:55if we go ahead and press the spacebar, you can see now I'm getting random motion
03:00within each of the different objects.
03:03Now that's looking pretty cool, but it is a little much for what I was looking
03:06for, so I'll just go ahead and decrease the Amount here, and I want to encourage
03:12you to actually make these adjustments as Motion is playing back.
03:16So just for now I'm going to stop playback, just so I can talk a little bit more
03:20about the different options, and we won't be distracted by all that pretty moving objects.
03:25So we have the same sort of options that we covered in the previous video as far
03:29as the Amount, the Frequency, and the Noisiness, but there is this other option
03:33here called Drag, which sort of controls the density of the movement.
03:39Think of adjusting Drag sort of like adjusting the viscosity of a liquid; if you
03:43increase the Drag, the liquid gets more thick.
03:46Also down here under Include you can have the shapes only move on specific axes
03:52just by selecting or deselecting each one of these options.
03:56So I'm just going to deselect the X, because I just want these to sort of
03:59randomly move around on the Y axis, so let's go ahead and preview that
04:03animation. And here I'm still getting the oscillation of this one object in the
04:08center here, but I'm still getting randomization on the Y axis here.
04:12It's kind of subtle, so I'll just go ahead and bring the Amount up here, so you
04:17can kind of see that it's really just affecting on the Y axis here.
04:22Now it's a little more apparent.
04:24Obviously, I could go crazy and crank that way up, but I think you get the general idea.
04:28Now I want to add a second behavior to this group,
04:31so let's go back up under this group, and this time in the Library under
04:36Simulations I want to sort of blow these objects across the screen by using the Wind behavior.
04:42So down here under Wind it applies a continuous force to push an object.
04:47Now if we click Apply, that will go ahead and push these objects, but it won't do
04:52that until you actually open up the HUD.
04:55So I'm going to click here, and you notice in the HUD I have this circle. And if
05:00you just click in the center of the circle and drag out in a specific direction,
05:04you'll notice that I can actually have this move out in a specific direction.
05:09So the longer I drag away from the center the harder the wind is actually going
05:15to blow, and this Zoom parameter adjusts the sensitivity of that change.
05:21So now see if I zoom in really close here, I could really kind of blow these
05:25way far off the screen. And notice as I drag this arrow to the right, see these
05:30little dots? These are letting me know the speed at which these are going to be moving.
05:34So the further the dots are apart, the objects will be moving faster.
05:38Now that's a little much, so I'm just going to go ahead and drag this back down
05:42and decrease my zoom here so it's not quite as sensitive.
05:46And again, since this is applied to a group layer--I'm going to go to my
05:50Inspector here and I'll close my HUD--
05:52I want to choose Affect Subobjects again.
05:56That way when the wind blows, it's going to affect each object
06:00slightly differently.
06:01Now I could adjust the Air Thickness on the X as well as the Y as well as the Z,
06:08if we wanted to get to that parameter, but I'll just leave that for right now.
06:13As you can see, when you start actually layering different effects on top of each
06:17other, you can really start to create some pretty realistic simulations that
06:21would be pretty hard to achieve by using keyframes by themselves.
06:25Now, if you're unfamiliar with what keyframes are, don't worry; we're going to get
06:29to that in the next chapter.
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Trimming and sliding behaviors
00:01So as you use behaviors, there will definitely be times where you want to
00:05actually trim when that behavior happens.
00:08So as you animate your objects, you know you can kind of tweak the
00:12specific animation.
00:13Now I want to draw your attention to how some of the different behaviors
00:17function, just so you can kind of plan as you continue building our
00:21graphics using behaviors.
00:23So to show you what I'm talking about, first thing, I'm going to go ahead and
00:27select this Funky_Shape group.
00:29This group contains all four of the spheres.
00:33I want to go ahead and just have these figures move from the left side of the
00:38screen to the right side.
00:40So to do that I'm going to go down here on my behaviors button and go up under
00:45Basic Motion and I'm going to choose Move.
00:49Now the Move behavior is kind of cool because it allows you to choose the
00:54specific destination for your behavior just by clicking on these different
00:59control handles and repositioning the end position of where you would like to
01:04actually move that object.
01:07I'm just clicking on X and Y handles here. I'll have these move from this side to
01:11that side, and notice when I apply the behavior down here in the Mini Timeline,
01:16this is letting me know exactly how long it's going to take before those objects
01:21reach the end of the behavior.
01:23So if you press the spacebar to begin playback, you'll notice as the circles
01:28move across the page, once the playhead gets right to the end there, it's going
01:33to meet the final destination here.
01:36So that's all well and good, and I'm sure it makes total sense, but what if I
01:41want this move to happen significantly faster?
01:44Well, if I press Home to move my playhead back to the beginning, I can press the
01:47spacebar to begin playback, and let's say I want these to be all the way to the
01:52right side right now.
01:53Well, since I stopped playback, all I have to do is press O.
01:56Since I have the behavior applied, it's automatically going to trim the output in
02:00that behavior to where my playhead is.
02:02So now you notice the shapes have moved to that new point.
02:06Now the other thing that's really kind of cool about this is the fact that this
02:10behavior maintains that position even after the end of the behavior has passed
02:16in the Timeline, so let me show you what I'm talking about.
02:19If we move the playhead back to the beginning and press the spacebar, you notice
02:23they move and then they stop.
02:26So as you can see, the Move behavior is really helpful when you want to move
02:29things around the screen.
02:31Now I know your keyframe fanatics applies are probably sitting there thinking to yourself,
02:34well, that just moved and then slammed to a stop.
02:38Well, you can definitely adjust the motion of how this move happens by looking
02:43at the parameters for this behavior.
02:45So I'm going to go ahead and press Command+3 to open up my Inspector. And in
02:49the Behaviors section here notice under Direction I have it set to go to a specific point.
02:56I can have it actually move from a specific point. Or down here, I can adjust the
03:02speed, so by default it set up to constant.
03:05Well, if I choose Ease Both what it's going do at the beginning of my animation,
03:10it'll slowly accelerate and then slow down to the end of the animation.
03:14Just like moving in your car, you accelerate, and then you stop, and it's smooth
03:18one way and the other, so the Move behavior is great.
03:21Now if I want to go ahead and use Wind to achieve kind of a similar effect but
03:26have each of the objects slightly moving differently because of the Effects
03:31Subobject option, let's see what happens.
03:35Let's deselect to the Move behavior here, just by clicking on its
03:38visibility check box there.
03:40Now you notice that behavior has absolutely no effect.
03:44To apply the Wind--I have the group selected here, go up and select it, here we go--
03:49I'll go to Simulations and choose Wind.
03:53Now Wind is kind of funny because I need to open up my HUD and specify the
03:58direction I'd like the wind to blow, and here looking at this motion path, I can
04:03see exactly how far they're actually going to move.
04:05Now if I turn on my Effect Subobjects option, it will adjust and move each one of
04:11these objects slightly differently.
04:13Now if I go ahead and press the spacebar, we can preview the animation, and notice
04:18much like move, it actually automatically applies the behavior, so it takes place
04:23over the end of the Timeline.
04:25Well, if I want this to actually stop, let's say, here, but I want the circles to
04:31be all the way over there at this point,
04:34if I press O, look what happens. Nothing happened, and you would think if we go
04:39ahead and preview this that the wind would actually stopping applied after the
04:44end of the behavior, but that's just not the case.
04:47Wind are just one those behaviors where it really doesn't matter how you trim the behavior,
04:52it's just going to be applied or not applied, so just kind of wanted you to be aware of that.
04:58Now the last behavior we're going to cover in this section is the
05:01Grow/Shrink behavior.
05:02So let's go ahead and deactivate Wind.
05:05Now let's go to Behaviors and go up under Basic Motion and choose Grow/Shrink.
05:13So again, it's applied over the entire length of the comp, and I want to go ahead
05:18and scale this to a specific value.
05:21So let's scale it up about 46%. And again, since these shapes were created within
05:27Motion, I'm not going to lose any quality as the scale moves up.
05:32Now, let's preview this animation.
05:39Okay, that's all well and good, but I want this to scale up really quickly,
05:43let's say in the first second here, so if I move my playhead to one second and I
05:48press O to trim the out point of that behavior,
05:51now I notice it's actually scaled all the way up.
05:54Now just to show you how the entire project looks, let's go and press F6, so you
05:59can see in the Timeline here how everything is set up.
06:02I'm just going to go ahead and adjust the scale of the Timeline here by clicking
06:05and dragging up with the cursor.
06:07So here you can see I've got my random shape behaviors applied to each of the
06:11different layers, but I also have my main group here and my Grow/Shrink behavior applied.
06:18Well, let's preview what that actually looks like.
06:22I'm just going to click on a project layer here, just so nothing is selected in
06:26my canvas and press Home, and now let's go ahead and press the spacebar to
06:30preview this animation.
06:33And look what happens. When you actually trim the Grow/Shrink behavior,
06:37it doesn't keep the end parameter set up the way that you'd expect it to;
06:42it just disappears.
06:44So what you need to do to adjust the Grow/Shrink behavior is select the
06:48behavior. You can leave it set over the duration of the project,
06:51so I will just leave it set over the five seconds, but there is this one
06:56parameter here under Grow/Shrink called End Offset and what this does, it allows
07:00you to offset from the end of that behavior.
07:04So let's say I want the scale to actually arrive at three seconds.
07:11As I adjust this offset, this is directly related to the number of frames in the
07:18composition. So if I start at the back of the comp here, and it's two seconds
07:24back from five seconds to the three seconds,
07:28if I look at the Frame Rate, it's 59-94, so I would need to actually adjust the
07:34End Offset to something around 120.
07:36Now notice as I adjust to this End Offset--it ends at 100--you can go pass to
07:42that slider just by clicking and dragging right on that one number.
07:46So now as I preview this, just by scrubbing my playhead, notice it stops right at
07:52three seconds because I've adjusted the End Offset 120 frames.
07:57So I'll just deselect everything by selecting my project layer, and let's move
08:03our playhead back to the beginning.
08:05I'm going to go ahead and press F6 and F5, so we can hide the different panels
08:11and get a good look at our animation, and press the spacebar here, so you can see
08:16exactly how things were applied.
08:19Now you notice that I had that same sort of abrupt stop with that Grow/Shrink
08:23behavior, and yes, with that behavior selected, I could go back and adjust its
08:27ease-in and ease-out, but I think you get the general idea.
08:31As you trim behaviors, you want to pay specific, close attention to exactly what
08:36behavior you're using and how it's actually going to be applied.
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Using custom presets to create a slideshow
00:01Now the first time I ever launched Motion I got really excited about the
00:04possibility of being able to create custom slideshows for still images quickly
00:09and easily using behaviors.
00:11If you've ever tried to achieve that kind of Ken Burns effect, creating
00:15different moves on still images before, you know using keyframes can sometimes
00:20be a rather painstaking task, especially when each of the images are a different size.
00:25So what we are going to do is use behaviors to adjust some of these moves on these images.
00:32The nice thing, we'll be able to save those moves to use in future projects.
00:36So before we get started actually adding the behaviors, go to Motion and go
00:42to the Preferences.
00:43There is a setting that's really, really important
00:45I want you to pay attention to, and it's under the Project section of your Preferences.
00:52Down here at the bottom there is an option to scale your large stills to
00:58the size of the canvas.
01:00Now if you have large images that are larger than the size of the canvas then I
01:06suggest to go ahead and turn this on.
01:08You can have Motion do absolutely nothing, but I typically recommend turning
01:13this back on. Just generally be aware of the size of the image that you are
01:18bringing into your project.
01:20Now, let's go ahead and bring an image in, and I am going to talk to you a
01:23little bit about resolution and how Motion handles things.
01:26So if you navigate in your exercise files to the Media folder, in there you
01:31should see a folder for Stills.
01:33Now in here you'll see multiple stills. You'll notice up here at the top that I
01:39get the width and the height of each image,
01:42but I don't get an option for the actual PPI or the DPI of the image,
01:49and that's because Motion doesn't pay attention to that information.
01:52It's just looking at the height and the width.
01:55Now as you click through the Library here and see different images, pay
01:59attention to the size, but also I want you to go down here to the bottom and
02:03make sure that this button right here is not selected.
02:07See, when it's blue it's selected, and the reason you don't want it selected,
02:12what this does is it collapses image sequences.
02:16So if you shot a bunch of images in sequence on your camera and they end in
02:21consecutive numbers, if this button is selected, you won't see each individual image.
02:26So to get started, I am just going to add a couple of images to our project.
02:30I will start with this one, Amber, and I'll just drag it right over into the canvas.
02:37Okay, now let's go down here, and I'll just add this image, okie doke, and then here, I can
02:46add another image, And I'm choosing these images because of their different
02:51sizes, so I can illustrate a point. Now typically, you know when you're creating a
02:54slideshow on that kind of thing, you want to add the images in the order you
02:59would like to actually have them appear in the slideshow.
03:02But for this purpose again I am just dragging these in so we can kind of
03:05see what's going on.
03:06Now go and press Shift+Z to automatically resize the Scale of the canvas,
03:13and I will press Command+1 to hide my File Browser so we can see things a little bit better here.
03:19Now you notice with this image actually selected, it scaled the height so it
03:25lines up, but there's extra room on the width.
03:28So actually if you press Command+3 to open up your Inspector and go to
03:32Properties section, you'll notice that the Scale of this image overall is 46.88%.
03:37If I click on this one, the Scale is all the way down to 35. Now I can't see
03:43that image because this other image is on top. If I go ahead and select this
03:48last one it scales at 100%, and notice it doesn't even fill the entire screen.
03:53So it's really important if you're trying to do full-screen moves on your
03:57images, you want to make sure that the images are at least large enough to
04:00achieve that effect.
04:02So in this instance if this were a project that I really needed this specific
04:06picture, I would go back and ask the client for a high-res version. Or if I were the
04:12photographer, I would just go take another version that's high resolution.
04:16So to delete this I am just going to press Delete, and just so that we have
04:19three images, I'll choose another image that's a little larger here.
04:23Okay, so I can drag and drop that right now onto my canvas.
04:28Okay, so before we apply the behaviors, I want to do one thing, and that's
04:32actually determine how long I want each image to appear on the page.
04:37Now typically, I would select all the images and have them appear sequentially
04:43in the same amount of time and then kind of go back and adjust accordingly if I
04:47need an image to be on screen longer, but for this purpose let's go ahead and
04:51move our playhead to around two seconds.
04:54Now I want all of these layers to trim out at two seconds, so I am just going to
04:59press O on my keyboard.
05:01Now to make sure that all of the layers trimmed, let's press F6 to open
05:04the Timing panel, and you can see, yeah, all three layers have actually been trimmed.
05:11Now for this first image, this Pablo and Cindy image, I want there to be a move
05:18in, so in order to do that, we will apply a basic behavior.
05:22So I'm just going to press Command+1 to hide the left side of our interface, and
05:28here we'll go to Behaviors > Basic Motion > Grow/Shrink.
05:32Now if you open up the HUD, you can specify that you want the image to grow.
05:38And I want to go ahead and move my playhead back to the beginning. Since I don't
05:42want these edges to appear on the screen, I'll hold Shift and Option so the
05:49image can scale out from the center point, and I will scale it out so the left
05:54and right edges are already off the canvas.
05:57Now when we go ahead and press the spacebar, you'll notice that the image is scaling up.
06:02So that kind of works, but I need it to actually move down on the image as
06:07well, and since I want this to be a generic move, I want to go ahead and use a Throw behavior.
06:13So I go up under the behaviors, I can go to Basic Motion, and throw this on a 2D
06:20axis, and I'll just throw it down a little bit.
06:23And to see exactly how far down, if you move your playhead all the way to the
06:27end and just drag down, here, this way you can see exactly where the image is going to move.
06:34That's looking pretty good.
06:35I actually need to bring the Grow/Shrink down a little bit, so we can still
06:38fit both of our people on the screen, and here in the HUD I can switch back
06:45to Throw and just have it go down a little bit, and let's go ahead and preview this.
06:50Since I'm only working in the small area, let's reset the preview range. If you
06:55press Command+Option+0, that will reset your preview range, and now I have a
07:02really good move that's happening right here.
07:04So with this first move actually achieved, I can go ahead and tweak the next moves.
07:11Now I think you understand how to apply the behaviors and change those
07:15parameters. What I am going to do right now is actually save this so you'll
07:19understand how to save a preset.
07:21So I'll select both of these behaviors and press Command+2 to the open up the Library.
07:27Now in the Library, you want to go the Favorites folder.
07:32With the Favorites folder selected, go ahead and drag both behaviors down over
07:37to the Favorites folder, and then if you don't move for a minute, you'll notice
07:41you have an option: you can import multiple files, which means it'll save both
07:46the Throw and the Grow separately, or you can actually choose All in one.
07:52I want to choose All in one because I want it to be saved as one move.
07:55So when I do that, it's Untitled.
07:58So if you just right-click and then say Rename right on the behavior, we can
08:04call this Zoom Down.
08:07Now if I want to apply that to the next image, I can go ahead and look for
08:11another image that that might work with.
08:15I think this one will work here a little bit.
08:17What we want to do to scale this image up, there we go, and now just drag the
08:22Favorite right onto the new image. And if we move our Playhead back to the
08:27beginning here, we can preview, and you notice, ah, it didn't quite work, but that's okay.
08:34We can just select the Throw behavior, open up the HUD again, and adjust the
08:40zoom down a little bit, there we go, and you get the general idea.
08:47Now I hope you found that as exciting and helpful as I did.
08:50If this is something you think you might use, I want you to go ahead and create
08:53your own set of custom presets to use for your next big slideshow.
Collapse this transcript
4. Keyframing
Animating manually using keyframes
00:01Now if you've been at animation for a while and are kind of an old-school
00:04animator, you probably find it rather curious that we aren't talking about
00:09keyframes until Chapter 4 in this title.
00:11That's just because Motion was designed to primarily create animation through
00:16the use of behaviors.
00:17While behaviors are awesome, by no means does that actually eliminate the
00:21need to be able to specify exactly where something should be at a specific point in time.
00:27See, that's when you want to actually use a keyframe.
00:29So those of you who are unfamiliar with the term keyframe, all it means is
00:33that you're recording a specific setting for a parameter at a specific point in time.
00:38Now whether that parameter is the color value of a circle or the position of
00:43that object in the screen or the value of the amount of blur on the Blur
00:48Filter, whatever it is, you can typically add a keyframe for it in Motion.
00:52So what we are going to do in this project, with these circles, we'll actually go
00:56ahead and have these animate up from 0% scale up to 100%, so they kind of look
01:02like they're popping on screen sort of like a bubble pops into view.
01:06Now we will do that by adjusting the Scale parameter like I just talked about.
01:10So let's press F5 to open up our Layers panel and in here select the third
01:15circle down--that will be this large circle here.
01:18Now to add a keyframe to a specific parameter you want to jump to the Inspector,
01:22and within the Inspector, you want to go to Properties section, and that'll
01:25show you your Transform options, and in here we want to adjust Scale.
01:29Specifically, we want to adjust Scale as a whole, so we don't need X, Y, and Z,
01:33so let's just go ahead and collapse that disclosure triangle.
01:36Now any time you hover over each one of these different channels within the
01:40Inspector, you may notice next of the values this plus symbol with the diamond around it.
01:46What that's letting you know is you can add a keyframe.
01:49Now it's important when you add a keyframe to pay attention of exactly where
01:53your Current Time Indicator is, which happens to be right here at frame 0.
01:57So with my playhead at frame 0, I'm actually going to go ahead and add my first
02:02keyframe by clicking that symbol.
02:04Now since I've added that keyframe and the value is at 100%, things aren't
02:10quite set up properly yet.
02:11I need to actually change the Scale back down to 0.
02:15Now I've added a keyframe. If we go ahead and press spacebar to see what's going
02:19on, notice nothing is happening.
02:21Now nothing is happening because I have only added one keyframe.
02:25Now, you know you can see which parameters currently contain keyframes in the
02:30Inspector just by looking at this right column.
02:33See how there's that diamond?
02:35That's letting me know that there is a keyframe on the Scale parameter, but
02:38unfortunately, there is only one keyframe.
02:41See, you need to have two keyframes on a parameter with different values before
02:45you'll actually get animation.
02:47So with my playhead here at frame 47, I am just going to go ahead and add a
02:52second keyframe at a different value.
02:55Now, this is where something kind of interesting happens with Motion.
02:59If I went to change this parameter up to 100%--actually, let me just
03:04double-click and type 100--
03:05when I move my playhead back to the beginning and press Play, you notice what happened.
03:11Well, it hasn't scaled.
03:13See, if you don't add the second keyframe before you change the parameter,
03:19it will actually change the first keyframe value, which I know is kind of
03:23frustrating, and seems like it's counterintuitive, but trust me this is just how it works.
03:29So what I want to do is move my playhead back to frame 47, double-click in the
03:33numbers there and type 47.
03:35I'll move my Scale parameter back down to 0, and now at frame 47 I am going to
03:41go ahead and add another keyframe just by clicking that button.
03:44Now since I have added my second keyframe, if I change that parameter--okay, let
03:48me go ahead and change it to 100--
03:51now I actually have animation achieved.
03:54Now to move my playhead back to the beginning, I could press Home, but I could
03:58also click this little blue arrow. See how it turns blue when I hover over it?
04:02To the left of the keyframe, if you click on that, that will actually move your
04:06playhead down to the previous keyframe.
04:09Now to visually see where all the keyframes resided in your project, you want to press F6.
04:14making sure you have the Timeline open, and then press Command+8.
04:19See, when you have an object selected in the Timeline, you can see the object,
04:24but to be able to actually edit the keyframes, you want to open the Keyframe
04:28Editor, which you can do using Command+8. Now I'm just currently seeing these
04:32lines, what I need to do is double-click on this little magnifying glass to
04:37reframe this scene. And so it's kind of hard to see, but I can see the right edge
04:41of the first keyframe and then my second keyframe there.
04:44So if I click these navigation arrows which appear to the left and right of my
04:49Scale keyframes, you can see that I'm moving the playhead back and forth between
04:54the two different keyframes.
04:56Now, if I want to take these keyframes and apply them to a different object in
05:01my scene, I can do that by selecting the keyframes in the Keyframe Editor.
05:07I am just going to click and drag to create a lasso around both keyframes.
05:11As I am looking at this, it's kind of hard to see both keyframes, but in the
05:15Keyframe Editor here, all keyframes look like this diamond. But when a keyframe
05:20is applied to frame 0, you're only going to see one half of the keyframe.
05:26So it's kind of hard to see.
05:27If I zoom in here, you can maybe see it a little bit better, but it's still that
05:32same one half of this diamond.
05:34So when I'm drawing the lasso, I'm literally clicking and dragging to draw the
05:38Lasso around both keyframes, and now with both keyframes selected, I can just go
05:43up under Edit and choose Copy.
05:45If I go to a different circle--let's say I select this yellow circle right here--
05:50I can choose Paste, by going up under Edit and choose Paste.
05:55Now I want you to pay attention. When I did that, it actually pasted two
06:00keyframes, as you can see here in the Keyframe Editor. See how it's a little
06:03easier to see the first keyframe now?
06:05It put them both down based on where the playhead currently resided, so I have
06:11two keyframes here, and they don't start until frame 47.
06:15Now, if I scroll my playhead down the Timeline here, you can see I've got a
06:20slight issue because this second keyframe is scaling up to a full 100%.
06:25Well, when we first opened the project, this sphere, or circle, wasn't at 100% scale,
06:32so we need to adjust the second keyframe.
06:35This is really important.
06:36When you're adjusting keyframes in Motion you want to make sure to position
06:39your playhead directly over that keyframe.
06:42The easiest way to do that is to use these keyframe navigation arrows that we
06:46use a little bit earlier in the Inspector.
06:49So here next to the keyframe, I am going to click this left arrow to move my
06:52playhead back to the second keyframe, and now I can just click and drag directly
06:56on the number value to bring that back down to where it was.
07:00Now I didn't make an exact note as to the specific size of that circles, so I am
07:05just going to guesstimate that it was right around 60%.
07:09So now, in order to preview this, I am just going to scrub, so you can see that
07:13it's still scaling up from 0, and if I move my playhead to the second keyframe
07:19here, you can see it's set at 60.
07:21Now I know my playhead is currently on that second keyframe because I see the
07:25brightly colored keyframes populating both my Keyframe Editor and right there in
07:31the parameter of the Inspector.
07:34So, adding keyframes in Motion is pretty straightforward once you actually get
07:39the hang of it, but basically you should use keyframes anytime you want to
07:44record a specific value at a specific point in time.
Collapse this transcript
Using the Record button
00:01Be aware, I am warning you now, using the Record button in Motion can be
00:06addicting, and it's sometimes actually a little dangerous.
00:10I know it sounds ridiculous, but if you don't pay attention what you're doing,
00:13you could end up with keyframes all over the place and one heck of a strange
00:17animation on your hands.
00:19So when you go to actually use the Record button in Motion, first thing I want
00:24you to do is determine whether you are a Final Cut editor or a Motion designer.
00:30The reason I'm saying that in Motion the A key is mapped to your Record button,
00:36and sometimes as a Final Cut editor, that can be a little bit annoying because
00:40A will bring up your Selection tool.
00:42In Motion, A brings the Record button up.
00:46Now I'm going to go ahead and leave that set up that way, but if you're a Final
00:50Cut editor, you can change the keyboard settings. Just go back to that video in
00:56the Getting Started chapter and you'll see how to change those settings, but
00:59for now, let's move on.
01:01I pressed A to turn on my automatic keyframing, so that's how I remember it:
01:07A for the automatic keyframing.
01:09Now if you go to the Inspector, you can animate any of the properties that are
01:15currently populating that screen, and the only way to get properties is to
01:18actually select something.
01:19So I'm going to press F5 and select this large circle.
01:25Now I want you to notice that all the different parameters that I can keyframe
01:29currently are colored red.
01:31That's letting me know that anytime I adjust any one of these parameters,
01:35a keyframe is automatically going to be added.
01:39So if I want to scale up this circle over time, if I press A, it'll turn on
01:45automatic keyframing, and now I can just adjust the overall scale by
01:50double-clicking on the value and just type zero, and notice I've automatically
01:55set my first keyframe.
01:56Now, I'll just move my playhead forwards, okay, 34 frames. Just move it down the
02:02Timeline; the frame doesn't necessarily matter right now.
02:04I'm going to go and add a second keyframe here, and let's do 120, and I'll move
02:12the playhead down just a little bit more and change that 100.
02:17The reason I added three keyframes, I want this circle to pop onto the scene
02:22and to accentuate that move, I went ahead and added three keyframes
02:27so it kind of popped pass the value that we want and then ended on a value.
02:31Now to see the actual values of the keyframes over time, again press F6 to open
02:36up your Timing panel and Command+8 to open up your Keyframe Editor.
02:41To reframe the keyframes, just double- click the magnifying glass here, and you'll
02:46see here are my last two keyframes, and again the first keyframe is just kind of
02:50a half keyframe, so you're just going have to trust me that it's actually there.
02:53If you want to see keyframes in the Timeline, you can actually turn that on just
02:59by clicking this button up here.
03:02So here, now I can see really quickly that I have three keyframes.
03:07You're thinking to yourself, wow, you know the automatic keyframe button, pretty cool.
03:11Yeah, it's great when you remember that it's on, but if I just left this on and
03:18continued working throughout the project, anytime I changed any other parameter
03:22on any other object, I would create a keyframe.
03:25So let's say I just, I don't know, moved this sphere just to see you know what it
03:30look like maybe over on this side, and then let's say I grab this yellow sphere
03:34here and moved it over there.
03:36Now, one of the nice things I really like about this latest version of Motion
03:40is the fact that I can very clearly see that I'm adding keyframes through these
03:46large arrow-type pop-ups that happen.
03:49These are the different keyframes
03:50showing me I have a keyframe at the start, and then I have a second keyframe here.
03:54But regardless, I am randomly adding keyframes all over the place, and I don't
04:00necessarily want to do that, so I'm just going to press A to turn that off.
04:04And if you press the Home button, move your playhead back to the beginning, and
04:08if we preview our animation, you can see the large circle popped up, but then I
04:13still have this random set of animations that's happened because of leaving the
04:19automatic keyframing on.
04:21Now when things like this happen, there is a way to fix it. Obviously, I could
04:26Command+Z to undo what I just did, or I could select the individual object and
04:33notice that I've positioned keyframes set up here.
04:36I could click on this pulldown menu and when that pops up I can just say Reset
04:40Parameter, and notice it automatically placed that sphere right back at the
04:46default setting of 0, 0, which is the origin of the composition.
04:50So I can move this back over here and then do kind of the same thing with
04:54this purple circle. Let's go ahead and reset that parameter, and I'll move
04:58that back over to this side. There we go.
05:01Now if I want to preview this animation I can go ahead and check it out, and
05:05there you can see what's going on.
05:07Now one last thing. I'm going to show you a great, fast, and easy way that you can
05:12wrangle in control of the Automatic Keyframe button.
05:16If you double-click the button, you'll actually get the recording options, and
05:20the two things you want to look at are these two options down here.
05:24Don't record keyframes during playback, this way you can accidentally add any
05:29random keyframes. Even if automatic keyframing is selected, it won't record any
05:34keyframes as the project is playing back, and the second one, which is what I
05:38find most helpful, is Record keyframes on animated parameters only.
05:43See, what this does is it requires you to actually cognitively add your first
05:48keyframe by selecting the parameter, and clicking on it in the Inspector to
05:52create your first keyframe.
05:54Then any other time you go back to that parameter if the playhead is at a
05:58different point in time, it'll add another keyframe.
06:01For those of you After Effects artists, this is probably how you're very familiar with working.
06:06Once an initial keyframe has been set, you can automatically add keyframes
06:11for that parameter,
06:12again, based on whether or not the playhead is currently in that position.
06:17Using the Automatic Keyframing button can actually be a very rewarding
06:21experience as long as you pay attention to some of the different recording
06:24options, so you can kind of wrangle things in.
Collapse this transcript
Manipulating keyframes with the Keyframe Editor
00:00No doubt, the first time you create an animation based off keyframes you'll
00:05want to go back and actually change that animation.
00:08See, that's just a normal part of the process when you're creating
00:11animations using keyframes.
00:13You get the base animation set up,
00:15and then after you have that rough, you go ahead and adjust those keyframes to
00:19create your finished, polished animation.
00:22So for this animation, let's go ahead and press the spacebar and see what we are dealing with.
00:27As you can see, we have a rather robotic animation.
00:30There are a couple of things I want to fix.
00:32First thing, I don't like how each one of these circles are coming in the scene
00:36and then just abruptly stopping.
00:39Secondly, I don't like how slow this larger circle is moving in order to scale
00:45into the scene. I want it to pop in there kind of quickly.
00:48So let's get started by making an adjustment to this larger circle.
00:53I am going to press F5 to open up the Layers panel, and I'll select this larger circle--
00:58it's the third one down here. And if you press Command+8, that'll open up
01:03your Keyframe Editor.
01:05Now within the Keyframe Editor, I want you to click on this curve set right
01:09here, this button that says Animated.
01:11If I click on it, you notice I've got all these different things right here, and
01:16these are called curve sets. And basically, if you choose Animated, any object
01:21that already has a keyframe applied to it will populate this scene.
01:26You can choose something else like Rotation that doesn't have any keyframes
01:29and it will give you the value of that speed, which is set to zero, but it
01:35won't show you any keyframes, because again, this parameter doesn't contain any keyframes.
01:39So let's go back to Animated, and I like how this actually kind of over-modulates as it pops in.
01:47That's really nice, but I want this to happen much more quickly.
01:51I could click on a keyframe and just start moving it in the Timeline, but you
01:55notice I have my X keyframe, which is separate from my Y, which is separate from
02:00my Z, and all that stuff.
02:01I don't really like just clicking on one and dragging. What I want to do is
02:05select all of these and then compress, or stretch, how those keyframes are moving
02:11through the Timeline in proportion to each other, and the way you do that is
02:15with this tool right here.
02:17See, it's the Transform Keyframes tool and if you go ahead and click on that,
02:23it'll give you crosshairs that you could then in turn draw over the keyframes,
02:27and now you get a bounding box for the keyframes.
02:30So, within the bounding box, I could kind of scale things up just by clicking on
02:34the corner, or I could adjust how things move on the time overall, just by
02:40clicking on this right handle.
02:42So since I want this to be faster, I'll just move it further up in the Timeline.
02:46Now we've shortened this significantly.
02:49Now once you've finished adjusting, you want to go back and make sure that you
02:53have your Edit Keyframe tool selected.
02:55Now if I press my Home button and the spacebar, you can see boom!
02:59It's popping up in the scene.
03:00Still a little slow, so I'll just grab that tool one more time,
03:03see if I can speed it up a little bit more.
03:06That should work for now.
03:07Let's look at how we can actually polish the animation of these other two objects.
03:14Well, in order to change how these move, we need to adjust something called the
03:18keyframe interpolation.
03:20Notice when I have this yellow circle selected, you can see the motion path
03:25that's actually moving throughout the scene, and these darker dots in the middle
03:29of the line are showing me how fast it's actually moving.
03:32Now if you look in the Keyframe Editor, you can see it's moving in a linear
03:35fashion, just because of how this line is actually moving.
03:39Now since I only have two different values on the X axis, even though I have
03:44four keyframes populating my Keyframe Editor, notice it's only the X options
03:50here that I'm seeing that drastic change.
03:54Now, in order to smooth things along, I want to ease my animation.
03:58Now those of you who are coming from After Effects should be very familiar with
04:01this term, but basically what you want to do is select the keyframe.
04:04I am going to choose this first keyframe here. And just so I can actually
04:08see things a little better after I select that, I am going to click this button right here.
04:14See, this will fit the curves to the window.
04:16So when I click on that, it sort of maximizes this window.
04:20Another way you can adjust this is by clicking on the scale here.
04:23I like clicking the button because it actually moves the zoom so I can see
04:27things more clearly.
04:28You can do the same thing here by autoscaling the curves vertically, and now
04:33I've got things more optimized. I can see exactly what's going on.
04:37Now with that first keyframe selected, if I can go ahead and Ctrl+Right-Click, I
04:41can choose Ease Out, and what this is going to do, it will ease the X position
04:47out of its current stagnant state into the animation.
04:51So when I do that, notice I get a nice smooth move into the animation, but I
04:56still have a rather abrupt ending.
04:59So if I right-click here, I could choose Ease In, but notice that's kind of changed this.
05:06So what I want to do is actually just select both of these keyframes. And if you
05:12right-click or Ctrl+Click on one of them, instead of messing with the eases, if
05:16you go to Interpolation, change it from Bezier to Continuous.
05:20What this will do is allow Motion to automatically figure out how you're trying
05:25to ease things and set up the animation accordingly.
05:29Now the disadvantage to this not being a Bezier curve is the fact that you can't
05:34actually go in and adjust handles.
05:37So to show you handles, we'll make an adjustment to the purple sphere, but for
05:41right now, let's go ahead and just see what this new animation is looking like.
05:46And already you should notice a significant improvement. Okay, there we go.
05:53Now if you are seeing stuttering, that's just playback for the preview.
05:58If you press Command+R, you can load a RAM Preview, and then nine times out of
06:0210, it will play back perfectly seamlessly.
06:05So let's select the purple circle here, and let's look at some of the different options.
06:11Again, I'm just going to click on the Fit Curves in Window button to
06:15automatically reframe where I am looking in the scene. Ad now instead of
06:19actually having Motion automatically interpret what's going on, I want to
06:24actually control the specific Bezier handles, and in order to do that, if you
06:29hold the Command key and then click and drag on a keyframe, you can get a
06:34control handle that pops out.
06:36So in here, what I'm doing is just easing this manually myself.
06:41I can do the same thing with the first keyframe.
06:43Again, I'm holding Command, click and drag.
06:46Now I've actually got precise control over how this is animating using Bezier handles.
06:54So there we go.
06:55Now the last thing we need to do is actually move the keyframes so they aren't
07:01all animating at the exact same time.
07:03I like where the first bubble is popping in,
07:07so let's just kind of move the purple one to come in next and then the yellow
07:12one to come in last.
07:13So the easiest way to do this is just adjust the magnification back on the
07:17Timeline here, and I'll select the first gray circle and make a note of where
07:23the last keyframe is.
07:24Well, it's right here at nine frames.
07:26So that's pretty darn quick.
07:28So I am just going to move my playhead down here to around 28 frames and
07:33select our purple sphere.
07:36Now, I can see my two keyframes here--
07:39I am just going to go ahead and draw lasso around those--but I'm also going to
07:43hold the Command key and click on the yellow sphere, just so I can see how these
07:49two are working in conjunction with each other. And as you can see, they are
07:53both actually animating, one right on top of each other.
07:56Unfortunately, when I reselected both layers in the Layers panel, it
08:00deselected the keyframes
08:01I had set up for the purple circle.
08:04So what I am going to do is actually select the keyframes for the yellow circle
08:08just by clicking and Shift+Clicking on these parameters, and now I can see
08:14exactly which ones I want to move in the Timeline.
08:18So it's these keyframes and if we move our playhead towards the end here, if I
08:23click on one and start to move, it's not going to move, so what I actually need
08:27to do is just turn off the Purple keyframes for a second--and I'll reselect those
08:33keyframes--and just drag the keyframes down the Timeline.
08:36Now it's really important as you start to drag--see, I'm having issues here, let
08:41me undo--before you start to drag, you want to make sure all the keyframes are
08:46selected and hold down Shift on your keyboard.
08:49That way when you start to drag you won't accidentally change the value of that
08:53parameter; you're just having it slide down the Timeline.
08:58Now, I can go ahead and turn off the yellow circle visibility after I move my
09:02playhead down to the end of that animation. There we go.
09:07So with the purple circle set up, I can select all four keyframes, hold down
09:11Shift, and start dragging down for that.
09:15Now if we turn on both, you can see I've got one set followed by the next set.
09:20Now there's an easier way of actually adjusting this, other than just within the
09:26Keyframe Editor, and that happens when you open the Timing panel.
09:30If you press F6, that will open your Timing panel and if you're not seeing
09:34it, press Command+8 to hide your Keyframe Editor and then press F6 to open the Timing panel.
09:41So with the Timeline open, notice there's this button right here.
09:45If I click on this button, it will actually show me those keyframes, and yes,
09:49I can actually select those keyframes right here in the Timeline and drag them accordingly.
09:56You just want to make sure to select one and then press Shift to select the next one.
10:01So as you can see, you can create your polished, finished animation by making
10:05your final adjustments to your keyframes within the Keyframe Editor.
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Combining keyframes and behaviors
00:01When it comes to combining keyframes and behaviors, you're actually getting
00:04the best of both worlds by getting the precise control through keyframe
00:08animation and combining that with some of the more organic animations you can
00:13create by using behaviors.
00:15So for this project, if you press the spacebar, you can see a preview of
00:20absolutely zero animation. So what's happening here, the scene is just waiting
00:25for us to start our animation, so let's press F5 to look at what we have got
00:30here. As you can see, we have our background layer and we have our four circles.
00:35Now I want to go ahead and create an animation where the circle pops under the
00:40scene and then kind of shakes a little bit.
00:42So I'll use keyframes to create the precise scale from 0 up to 100, and then
00:48we'll use a parameter behavior to create kind of a wriggle. Just so we can focus
00:53on things more closely, I'm going to turn off the visibility of all the other
00:57circles except for this purple one, Then we select the purple layer, go to the
01:02Inspector, and let's make sure we are in the Property section of the Inspector,
01:07and let's create a keyframe animation.
01:09Move your player back to the beginning by pressing the Home key and press A to
01:13turn on your automatic keyframe. Let's adjust the Scale of this down to 0.
01:20Now move your playhead further down the Timeline, let's say to about 1 second.
01:26Now at 1 second let's change our Scale back up to around 66%, which is kind of
01:32where we were before.
01:34Now we've actually created our first animation. If you press Home and then the
01:38spacebar, you'll see the circle scales right up.
01:41Now what we need to do is add kind of wriggle effect to this scale.
01:47Now, before I go do that, I want to make sure to turn off automatic keyframing, so
01:51I'll just click on the button in the Timeline.
01:53Now just because I'm kind particular with my keyframe animations, I want to move
01:58my playhead back to the second keyframe by clicking this little left arrow here
02:02to the left of the scale keyframe.
02:04That way I know this is where I want the wriggle to start.
02:08So if you Ctrl+Click or Right-click on the word Scale, you'll get this contextual
02:13menu that pops up, and what you want to do is Add a Parameter behavior, and here
02:17we can choose the wriggle effect.
02:20Now but what this actually going to do is create kind of a shake.
02:25The Apply mode, I want it to be both Add and Subtract, so it'll scale up and it
02:30will scale down. You won't actually see any animation until you increase the
02:35amount of the wriggle.
02:37Now also, we want to trim the start point of this behavior, because I would like
02:43this to scale without any wriggling going on whatsoever, so let's press I.
02:48I will automatically trim the in point of that behavior since I already had it
02:52selected in the Layers panel. Notice it updated here in my Mini Timeline.
02:57Now if I deselect that layer so I don't see any bounding box, press Home, and
03:02preview the animation, you'll see I have the precise animation of the scale
03:07actually popping up, combined with the power of the wriggle.
03:12Now I want to take things one step further by decreasing the wriggle over time,
03:17and the easiest way to do that is to actually keyframe the parameter within the
03:22wriggle behavior. So we have keyframes to start,
03:25we have a behavior to finish, and then we're actually keyframe a parameter of the behaviors.
03:31So let's position our playhead to around two seconds, and let's add our first
03:37keyframe for this wriggle amount. I can just click this plus button right next to
03:43the parameter, and I want this to stop wriggling by about 225, so I just drag
03:50down the Timeline. And we'll add our second keyframe just by clicking Add a
03:54Keyframe, and now I can just change this amount back to 0.
03:59So if we scrub through, you can see I have got my wriggle happening, and then
04:03it slowly subsides.
04:06Now one of the things I like to do with behaviors if it's set at a 0 number when
04:11it's finished, I do like to trim the out point. So I'm going to position my
04:16playhead to a little bit after the second wriggle keyframe and press O. That's
04:21just going to trim that behavior, and that way I know it's definitely gone, but
04:26the problem with that is this: it really compressed that end of that wriggle
04:31parameter, and that's not what I want, so let's undo that.
04:36What you need to do is actually just sort of be aware that yeah, you've added
04:42those keyframes, but if you do trim that out point of one of this parameter
04:46behaviors, it will scale any keyframing that you've done based on the percentage
04:53of scale difference you've created over the length of that behavior. So let's go
04:58ahead and deselect the behavior and preview our animation.
05:04Now obviously, we can continue tweaking this by making several adjustments, but I
05:10think you can see just how precise you can be by using your keyframe animations
05:15and just how powerful it is when you combine behaviors to just add that one
05:20extra bit of organic animation.
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5. Working with Text
Adding and formatting text
00:00If you're a designer who loves type, you'll probably get a kick out of setting
00:04type and creating some different type styles within Motion.
00:08The interface is really slick, and it's pretty easy to get stunning
00:11results rather quickly.
00:13So let's go ahead and create our first piece of type.
00:17Just press T on your keyboard to grab the Type tool, and you'll notice the cursor
00:23turn into this little I-bar here, and you just want to go ahead and click
00:26anywhere where you'd like to add some type.
00:29So I'm going to add some type up here in the upper left.
00:32If you just click in the Canvas, notice the cursor will start blinking and now
00:36you can start setting type.
00:38As you enter type, go ahead and use the Return key to create new lines of type.
00:43Just remember when you're finished, go ahead and press Enter on your keypad to set the type.
00:49Once the type is set, if you need to go back and make edits, like I do here--
00:53I have to add the e at the end of welcome--all you have to do is just
00:58double-click within the bounding box and you'll automatically select all the type.
01:03Now if I just click once within this area, I can pop up my cursor and just use my
01:09arrow keys on my keyboard to navigate to the end of the word Welcome.
01:13When I type e to set this type, I'm not going to press Return; again, I'm going
01:18to press Enter on my keypad.
01:20If you want to preview different kinds of typefaces, you should probably
01:25just pull up the HUD.
01:27This is pretty easy to do if you use F7.
01:30Press F7 on your keyboard.
01:33If the F7 key is mapped to something like rewind, you might want to use the
01:38function key as you press F7, but regardless, here is our HUD.
01:43And here I can access all kinds of different things, like the Opacity, the blend mode.
01:52I can choose different styles of type, which we'll get to in a little bit, and I
01:57can choose the typeface.
01:59The first thing I want to do is scroll through some different typefaces.
02:03Notice all I'm using is the scroll wheel on my mouse to scroll up and down
02:09through the different options, and notice it just updates dynamically within the scene.
02:16So once I get a typeface that I like--I'm actually just going to stick with this Futura--
02:22I can go ahead and press Enter, and that will set that typeface.
02:26Now as I'm looking at this, the weight is all kinds of off.
02:30I have "Welcome to" on the top line and "the" in the middle line and "Studio" at the
02:33bottom, so I do want to reformat this.
02:36I'll just double-click again in the bounding box and press Delete to delete the
02:42space and Return to return to the next line. And then I'll arrow down to "the"
02:47and then press Delete to move "the" up to the next line.
02:52If I want these letters "to" and "the" to be smaller than "Welcome" and "Studio," I'm
02:58going to navigate to the right side of those letters and hold down Shift as I
03:04start using the left arrow to select back over the text.
03:08Now with that text selected, I can just click and drag on the Size parameter and
03:13notice it will adjust the size of this type.
03:17If you're having the hard time making precise adjustments here, if you hold down
03:21the Option key and click to the left or to the right of the slider button, you
03:26can move in one-point increments.
03:29So I'll go ahead and just bring this down a little bit here.
03:32So that's looking relatively okay, but what I need to do is adjust the space
03:37in between the lines.
03:39And the way I can do that is by adjust the line spacing, but before I do that, I
03:43want to set the type by pressing that Enter button on my keypad.
03:48Now when I adjust Line Spacing it's going to adjust the spacing over all of
03:53the lines as a group.
03:56So as I'm looking at this, I still do need to make an adjustment to the placement
04:00of these middle two words
04:03"to" and "the," but in order to do that, I shouldn't be making adjustments to the Line Spacing.
04:09What I need to do is adjust the baseline of just this one line of type.
04:14In order to have more precise control, instead of making adjustments in the
04:19HUD, I'm going to press the i button in the upper-right corner of the HUD to open the Inspector.
04:25When I close the HUD, you'll see we have the Text section selected and under
04:30Format, I have a ton of different options.
04:36If you are using this type for use in Final Cut Pro, you want to make sure that
04:41this selection is selected, Editable in FCP.
04:45It's turned on by default, but I just wanted to draw your attention to it.
04:48Now to set this one line of type on a slightly different baseline, what I need to
04:53do is double-click in the box again--
04:56that will automatically bring up my Type tool--and select all the lines of type.
05:00And really all I want to do is just click and drag to select this middle line of type.
05:05With that selected, I have an option to adjust the baseline.
05:09If I drag the left, it moves down;
05:11if I drag to the right, it moves up.
05:14So I'll just bring it up a little bit, and that way I can set the baseline for
05:20this type. And if I press Enter on my keypad to set it, we are all set.
05:25If you want to be able to view the type without seeing this bounding box, if you
05:31go up under View, you could turn off Handles and you could turn off Lines and
05:38that way you can actually see the type while you're still making adjustments
05:42here in the text area.
05:44One last thing to kind of tweak with this specific layout of the type.
05:49I want to change exactly where "Welcome" starts.
05:54In order to do that, again, I need to double-click to select all the type and
05:59place my cursor up to the left side of this line.
06:04In here I have an option for Advanced Formatting and if you open up the
06:10disclosure triangle, you see I can adjust this on the X. And if I click and drag,
06:15I can adjust on the X axis and bring Welcome over to the left side here.
06:21Now this is just a stylistic layout thing. By no means is this precise, correct
06:27typographic layout, blah, blah, blah.
06:28I just kind of wanted to move that to the side to create a specific effect.
06:33Once that's set up, I can go ahead again and just press Return.
06:37So feel free to go through here and look at some of the different options, but
06:43all in all, as you can see, there are a ton of different options for laying out
06:49your format of the type.
06:52If we go to Layout, there are some other options that we can adjust, and most of
06:57these have to do with actual animation of the type. But the one thing that I
07:02want to show you in here is this down here for Type On.
07:06Notice I have Start and End and if I just click and drag and adjust the End
07:11parameter here, you'll notice that the type actually starts to disappear.
07:16That's because if you keyframe this parameter, you can have it type on to the
07:22scene or type out of the scene.
07:25So Type On is kind of a neat way of creating animation without having to use
07:29any text behaviors, and it's still something that pops up here in your Layout
07:35options for your text.
07:36So as you can see, it's pretty easy to add type and format the type however you
07:41need within Motion, but if you want to add some Style, there is a whole
07:46different section in here which we'll actually jump to in the next video.
Collapse this transcript
Using text styles
00:00If you are joining me from the last video, I want to draw your attention to the
00:04fact that I've gone to the View Options here and re-enabled Handles and Lines.
00:10That way when the Type layer is actually selected, we can easily see
00:15exactly what's selected.
00:16Since we're all here to learn about stylizing the type, let's go ahead and
00:20select the Type layer and go to the Inspector.
00:23Make sure you're in the Text section under Style.
00:26Under Style here, you'll notice we have a bunch of different options.
00:29We could adjust the face, the outline,
00:32we could add a glow, we could add a drop shadow, and there are a whole bunch of options
00:37underneath all of these.
00:38But before I get to doing that, I want to take you through a typical process
00:43that I would go through when I'm setting Type.
00:46First one, do I really need to add style to the Type? Because honestly, some
00:51people kind of overdo stylizing of Type, and sometimes that can cause issues with
00:57eligibility or even compression, if you're compressing this to the web or for
01:02broadcast or different things like that.
01:04Usually with a background as busy as this I would try and stick with a more
01:08clean, simple layout, just kind of the way that I have it now.
01:11But since I really want to push this way over the top, I do want to stylize
01:16this a little bit more.
01:17Also, when I'm setting type I'm considering, okay, how am I going to animate this?
01:22And as I am looking at this Type, since the word STUDIO is dominant, I want
01:26to actually have completely separate control over that when it comes to the animation.
01:31In order to do that, rather than just selecting individual lines of type and
01:36stylizing each line separately, which I could do, I am just going to separate
01:40the word STUDIO out from the intro text of "Welcome to the."
01:46So in order to do that, I'll just double-click right inside the Type box there
01:51and I'll just make sure that I have STUDIO selected by clicking and dragging.
01:56If I press Command+X, that will go ahead and delete that last line by cutting
02:02it out of that group.
02:04Now, I am just going to press the Delete key once to make sure I don't have any
02:07extra spaces, and just press Enter on your keypad to set this.
02:12In order to add the next line of type, I am going to press T to grab my Text
02:17tool and click in the canvas and when I press Command+V to paste,
02:22there, now I have a completely separate line of type for the word STUDIO.
02:27Now I can go ahead and animates this and stylize this slightly differently.
02:32Let's first deal with stylizing "Welcome to the."
02:36In order to add a little bit more pop to this and sort of blend it just a little
02:41bit into the background, I want to add a glow.
02:45To add the glow, just click the box to the left of the word, and it takes a
02:50second, but it did add a Soft Glow to that type.
02:54You may notice this R pop up, and what this is telling me is the type is now rasterized.
03:01Usually you want to try and not have things rasterize as you continue adding
03:05different elements, but this was probably caused by compositing this with 2D
03:11layers and 3D layers and some of the different options that I'm really not going
03:16to get into right now.
03:17The biggest thing you want to do when you notice something is rasterized is
03:21just change the magnification to 100% and look closely at it and see if it works for you.
03:27Right now, I'm not seeing any bad jagged edges. All I see is a slight glow, so
03:33I'm fine with the fact that this is rasterized and since I am not going to be
03:36zooming in on this type, we're good to go.
03:39Now, with the Colors options here, let's go ahead and pop the radius of this
03:44glow out just a little bit and increase the blur.
03:48Now that is starting to look absolutely ridiculous, but in order to fix that,
03:52I'll change the Color to a more white color, and that's fine. and let's just
03:58bring the Opacity down a little bit.
04:00So what this is going to do is just sort of add a slight blur to the type, but
04:05it's just sort of blending it into the background a little bit.
04:08I can add visual interest and make somebody actually read these words by the
04:13style of the animation.
04:15As far as stylizing these two lines of type, we're good to go.
04:19With STUDIO I want to do something a little bit more over the top.
04:24Let's look at adding a gradient through this line of type.
04:27And to do that I could choose the Fill options right here in the Face section of my style.
04:34So if I click under Fill Width, I have an option.
04:37I can choose Gradient or Texture.
04:40Just to show you really quick if I chose Texture, I could drag an image right in
04:44from the Finder and have that image populate through the Type.
04:48I am not going to do that right now.
04:50I just want to choose Gradient for right now.
04:52And with the gradient, notice I have these colors that popped up.
04:56This Gradient tool you'll see repeated throughout many different elements in
05:01the interface, from the particle generator, to the replicator, to the inside of a text layer.
05:08Let's look at how the Gradient controls actually function.
05:11If I open the disclosure triangle here, you'll notice these two main lines.
05:17Let's start with the top up here.
05:19This first one controls Opacity.
05:21So if I click on this little chip right here in the upper left, notice when I
05:26click on it, the Opacity actually pops up. And if I drag that down to 0, you'll
05:32notice the word actually disappears.
05:35When you have one chip, it's going to control the overall opacity of that gradient.
05:42If you want the word to fade in, what you need to do is click in this bar
05:47just anywhere else.
05:48So I'm going to click over here on the left-hand side.
05:51The way this works is left to right, top to bottom.
05:55Notice when I clicked in here it automatically added a second chip, which is
05:59selected, and it's called Opacity2, and here I can crank the Opacity back up.
06:04So now, if I drag this first Opacity parameter closer over to the left, notice
06:10it's starting to chop off the top of the words, see?
06:15I don't want to do an opacity gradient so what I'm going to do is actually just
06:19get rid of this left one by dragging up out of the way, and notice I get the
06:24poof animation and it's gone.
06:26I can do the same thing with this other chip, but I'll just drag it over to the left.
06:31I want to choose a different color gradient.
06:33In order to do that, I could choose Custom Colors by clicking in the Color
06:36Chip and then adjusting my sliders or just quickly right-clicking within the color well.
06:43Let's go ahead and do this funky yellow. That's great.
06:47And then here I can do the same thing right within the chip.
06:50If you just right-click, it's kind of a neat, fast way of quickly changing the colors here.
06:58So here I'll do this kind of pinkish, purpley color.
07:02That's kind of over the top, but to keep pushing it, I want to go ahead and add a glow.
07:09To enable the glow, we can just go ahead and click right on that and then the
07:13glow will pop out from the word.
07:15Now, I want to adjust the color of this glow and, again, enabling Glow has
07:20rasterized this type.
07:22I think that's totally fine for right now.
07:24I want the glow to be kind of a bluish tint, so I'm going to go to the blue color here.
07:30And let's increase the Blur so it's really kind of soft.
07:35And adjusting the Radius just really adjusts the intensity right out of where
07:41the glow is coming from.
07:43And as I am looking at this, that's really kind of funky, and what I want to do
07:48is actually have a gradient move throughout the glow.
07:51And to do that, you guessed it, a Fill with Parameter,
07:55I could go ahead and change that to a gradient.
07:58In doing that, notice now I have the color changing from this light blue on the
08:03left to a dark blue on the right, and that's kind of giving me more of a look
08:08that I'm looking for.
08:09If we scroll down here, there is another option that I could enable for the type
08:14within the style itself, and that's Drop Shadow.
08:17So if I add a drop shadow on here, notice now I've really got this type kind of
08:22popping off the screen.
08:24First thing I want to do is adjust the actual blur on this, because that's
08:29a little too harsh.
08:30Now to make this pop even more, I can adjust the scale of the type itself.
08:35And one of the things I want you to be aware of when you're manipulating type is
08:41there is an option for the actual format of the type itself.
08:47If I go to Scale, it will go ahead and scale up like that.
08:51But there is also the scale that pops up within the actual layer that the
08:56type layer inhabits.
08:57So if I scale that up, that's also increasing the scale.
09:01So just keep in mind there are several redundant controls that can actually
09:06pop up when you are making adjustments to type within the different layer
09:12hierarchies within Motion.
09:14I am just going to center this type a little bit on this sphere, and I'll grab
09:20the "Welcome to the" type and just have that sort of populate over here on the
09:25left and scale this down, making sure to hold Shift+Option.
09:29And just to have a better idea as to what I'm looking at, I'll zoom out here.
09:33You can see Welcome to the STUDIO. Let's go ahead and just really pop this out
09:37so it's really large.
09:38The last thing I want to do to blend this into the scene is just adjust the
09:43overall blend mode of the type.
09:46So here under the Properties section of the Inspector, if I add something like
09:51Multiply or Screen, notice it is applying the blend mode throughout all of the
09:59adjustments that we made within the style of the type itself.
10:03That's really kind of cool that you can generate all those different colors
10:06and things like that and still have the blend mode function properly
10:11throughout the application.
10:14Let's deselect and check out what we've got here.
10:17That's a little stylized for my personal pleasure, but as you can see, when it
10:22comes to actually stylizing type and laying things out, creating heavily
10:27stylized type within Motion is just a matter of clicking through the different
10:32properties in the Inspector and getting what you like.
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Formatting with the Transform Glyph tool
00:00I like to think of working with the Transform Glyph tool as a kind of hands-on
00:05approach to formatting and animating type.
00:08If you have always kind of looked at the computer interface and thought, jeez!
00:13it would be really nice if I could just reach in there and grab that one element
00:16and sort of move it around,
00:18with tablets, I know it's getting close, but really, especially when it comes to
00:22formatting type, that tactile nature of positioning and moving things around
00:26really isn't there, and the Transform Glyph tool is the only thing I've found that
00:31really kind of makes that possible.
00:33So to show you what I am talking about, let's look at our Studio project here.
00:37If you have been following along, you've seen how we built some of these
00:41different elements. And if you try and create playback right now just by
00:46pressing the spacebar, depending upon your system, the playback is probably pretty darn slow.
00:52As I'm looking at this, I realize exactly where this is laid out on the screen,
00:57and really what I want to do is create a different layout for each of these
01:01letters for the word Studio, and I want that layout to be completely random, kind
01:05of like they were strewn about on a floor, if you will. I am going to have
01:10each of the letters sort of flip up and that sort of thing.
01:12We are not going to animate right now.
01:14We are just going to get comfortable transforming and moving these letters.
01:17But before we can do that, we do need to deal with the fact that playback is
01:21relatively slow, and also the background is pretty busy.
01:26Just so we can focus on this one layer of type, go ahead and select the STUDIO
01:31layer and press Ctrl+S. What that's going to do is solo this one layer.
01:37Now, as you are working, you don't want to forget that you did solo the layer,
01:41but this is a great way of being able to focus on just one specific layer
01:46without having to have everything else going on.
01:48Now to bring up the Transform Glyph tool, all you have to do is press Tab on
01:52your keyboard and cycle through until you get these control handles.
01:57If I click and hold down here on my Transform tool, well, you'll see the
02:03Transform Glyph tool.
02:05What this is doing,
02:06it's giving me control handles for each individual letter. So it's nice.
02:10I can select any letter and use the typical Transform controls that I use for
02:16any other layer in the project. If I want to rotate this on the Z axis,
02:21if I hover over this circle, I can just rotate this individual letter on the Z axis.
02:26Here I can have it spin forward.
02:28That looks pretty neat. Move around.
02:31So even though I don't have a camera in my scene, I can still move this around
02:36in three-dimensional space.
02:37So I am going to tilt this back.
02:39You can feel free to distort your letters however you like.
02:42Here, let me rotate this around so you can see.
02:44If you click on the corner of one of your handles in the bounding box, you
02:48can adjust the scale.
02:50Now notice as I adjust the scale of this one letter, it is kind of making the
02:53rest of the word move around, and that's just because it is trying to keep the
02:58same spacing that we had laid out, and that's perfectly fine based on what I am trying to do.
03:02I just want to move this letter S down.
03:06As I'm looking at the word here, what if I want to distort two letters the same way?
03:13Let's click on the O and then hold the Command key down and click on the U. Now
03:18I have two letters selected, so when I start doing the transforms, it's actually
03:23adjusting both letters accordingly.
03:27Now if you want to see exactly what you're manipulating once you pull up the
03:31Transform Glyph tool, open up your HUD, press F7 on your keyboard, and here
03:38you'll notice at the bottom we have an option for the Transform Glyph Attribute,
03:42and notice it's rotating around the local axis.
03:45I can have it rotate around the world axis or the view axis.
03:49If we weren't looking at it from straight on, we could adjust it based on the view.
03:54But I will just leave it for Local Axis right now.
03:56So once you have these two letters set up the way that you like, let's work
04:01on these last three.
04:03As we've distorted these letters and repositioned them, I think things are
04:06looking kind of interesting, but I think it would be a lot more fun if we could
04:10actually move the glow separate from the letters. And yes, with this tool, you can do as well.
04:16If you go down under the Attribute section, under Transform Glyph, go ahead and
04:19click on the pulldown, and here you notice I can move the Face, the Outline, the
04:24Glow, or even the Drop Shadow.
04:26So I know I have a Glow applied.
04:27I will go ahead and choose Glow, and here notice how the bounding box changed.
04:31This just allows me to actually distort only the glow for this individual letter.
04:37So this is kind of neat.
04:38We can get a double-layered effect.
04:41You can use this background glow to kind of give a 3D perspective to the letter.
04:48Based on the fact that I moved the glow back like this, what I want to do is actually
04:52go back and select the glyph itself, and I'm going to spin it forwards.
04:58Now notice, even after I've done the one adjustment to the glow, it actually
05:02does maintain its distortion in perspective to the rotation.
05:07So I will just spin that T down, so that way, as it starts to stand up, the glow moves behind.
05:14Now I want you to go through yourself and click on the D and the I and adjust
05:19things accordingly to your specific taste, because in the next video we are
05:24actually going to cover how to create an animation once you've set all these
05:30different distortions.
Collapse this transcript
Animating text
00:00Now if you are joining me from the last video, you know exactly where we are.
00:05But if you just jumped straight to this video, let me get you up to speed.
00:09As you can see here, I've got this word STUDIO, and the letters are all strewn
00:14about and basically that happened because I was using the Transform Glyph
00:19tool to be able to actually click on each individual letter and address the transformations.
00:25In this video, what we are going to do is animate this type as well as
00:29another line of type.
00:30As I am looking at the screen here, you'll notice that all I am seeing is this one layer.
00:37That's just because this layer has been soloed.
00:39So press Ctrl+S with the Studio layer selected and now we'll see all the other
00:45layers that were underneath.
00:48I soloed the layer for two reasons.
00:50The first one, when you solo a layer it increases performance significantly
00:55because Motion isn't having to try and play back all the other layers below.
00:59As you can see, this is pretty intensive.
01:02With most Motion graphics projects, you'll end up with a lot of different
01:06layers and real-time playback may be kind of hard to come by.
01:09So what you need to do is just solo the layer that you're working on
01:13and continue working.
01:15So let's get started animating this type.
01:17If you select the Studio layer, Shift+Click, and then select the other text layer,
01:21"Welcome to the," and press Ctrl+S, we can solo both those letters.
01:26I'm just going to click anywhere off of the layer in the Layers panel and just select
01:31the Studio layer again.
01:33Since we did start using the Adjust Glyph tool to actually adjust the position
01:39here, we're going to go ahead and create the animation using that tool as well,
01:43and the way we'll do that is by using automatic keyframing.
01:46So press A on your keyboard to enable Automatic Keyframing and then press Tab to
01:51scroll through until you get to the Adjust Glyph tool, which is down there, you
01:57can see, it's the T with the lines on either side.
02:00Now before we start our first keyframe, it's really important to pay attention
02:03where the playhead is.
02:05And as you can see, my playhead is just about at 2 seconds.
02:08So what I need to do is set my first keyframe at the beginning of the
02:13composition, because I want the type to actually start kind of like this and then
02:18resolve to an actual legible word.
02:22So to set our first keyframe, let's go to the Start, and now all we have to do
02:27is just toggle a slight change with any of the letters.
02:32And whenever you do that, that's automatically going to add a keyframe for that letter.
02:37So notice I am just barely rotating these and kind of rotating them back.
02:41The D and the I, let's change how those are set up, so they actually have a
02:46little bit more dynamic animation. There we go, okay.
02:53So it's actually going to start like this.
02:56As I clicked through, I am not sure if I had a keyframe on U, so I am just going
02:59to double check and click on that.
03:03We have our first keyframe set.
03:05Let's move down the Timeline to set our second keyframe and in turn create our animation.
03:10Go to one second, and now the easiest way to get this legible again is to
03:15actually just reset all the parameters back to the beginning so the word will look normal.
03:20And to do that, with the first letter selected, just go to the Inspector and
03:24under Text > Format, if you look under Advanced Formatting, we have some options
03:30here for Scale, Offset, and Rotation.
03:34Typically, if I wanted to reset how something was laid out, I would just go to
03:38the individual parameter and click on the pulldown that pops up on the right,
03:42and if you say Reset Parameter, it resets it back to the beginning value.
03:46I know if I do that, I am actually going to delete any keyframes on that parameter,
03:51so we can't do that right here.
03:52What we need to do is reset the scale back to its original setting before we
03:58started adjusting the glyphs.
04:00I know that the original scale of these letters wasn't 100%;
04:03it was actually 190.
04:05So let's just double-click in here and type 190, perfect, and now you notice we
04:11have to adjust the Offset, so let's change that back to 0 and 0--and I am just
04:16using Tab to move between the fields.
04:19We can adjust Rotation back to 0.
04:20It still looks a little off.
04:23Sometimes you'll have to open the disclosure triangle and look at all the
04:26different parameters just to make sure that they're all set back at 0.
04:30So the S is actually looking pretty good. Let's click through the rest of the letters.
04:36Now notice since the S is so large and the T is kind of hidden, I am having a
04:40hard time selecting that.
04:41I have two things I could do:
04:43I could zoom in, or I could just click the O over here and then come back and
04:47click right on the T.
04:49Let's make sure that the T is set up the way that we want.
04:53So it looks pretty good, 190%, but the X rotations off.
04:58If you notice, we have this shadow that's kind of popping out from
05:02underneath the T. That was created by adjusting the separate style with the Adjust Glyph tool.
05:09So if we go to the Style section, we can navigate down to our Glow, and you
05:15notice here we have some options for Offset and Scale.
05:20So let's open up the parameters.
05:22The Scale looks good, the Offset looks good, but what we need to adjust is
05:27the Four Corner pin.
05:29See, when this was distorted, it was done using four corners.
05:33So in order to actually see that, if you open the HUD by pressing F7 on your
05:40keyboard, you can go to Attribute section and instead of Transform Glyph, you
05:44want to go to the actual Glow parameter.
05:47Now we can see the bounding box that was created for this four-corner pin.
05:52So if we change the Bottom Left to 0 and then just press 0 as you tab through
05:58any of the other parameters, you'll notice now the glow is set perfectly behind the T.
06:04So make sure to change your Attribute back to Transform Glyph, and let's continue
06:09clicking on the other letters.
06:12So I am going to go through and finish the rest of these letters.
06:16Now that we have everything all set, let's turn off automatic keyframing.
06:20To preview our animation, just move your playhead back to the beginning and press play.
06:26As you can see, everything sort of moves up.
06:29This is relatively close to what I was thinking, but I want all these letters to
06:33just have a quick short fade so they're not already at 100% Opacity right at the
06:39start of our animation.
06:40Now to do that I could apply a behavior that's designed to work specifically
06:46with text, or I could just apply a typical fade behavior.
06:50So let's just do that by going to Basic Motion and under here, there's Fade In/
06:54Fade Out, so to apply to the text layer just drag and drop it.
07:00If you press F7, you can see in the HUD how many frames it's going to take
07:04before the fade actually appears at full opacity.
07:08So it only takes about 20 frames and since we are working at 59.94, that's
07:12going to be pretty quick.
07:16That is exactly what I was looking for.
07:18So no we are ready to animate these other two lines of text.
07:22Notice when I click on the type layer, you'll see that I still have the Adjust
07:28Transform tool selected.
07:29Now notice, once we've selected the layer, we still have the Transform
07:34Glyph tool selected.
07:35So let's go back up under Transform just so we can have the traditional bounding box,
07:41and now it's time to actually add a text behavior for this animation.
07:45This will make the animation very quick.
07:47If you go to Text Animation, there's an option for Sequence Text, which allows
07:53you to set a custom parameter.
07:55Or if you go to Text Sequence, there are a bunch of presets that we could start with.
08:00Let's look under Text Basic.
08:02And in here there's an option for Fade Characters Random In, so notice now it's
08:08going to create this kind of interesting fade-in for each character.
08:12Well, that looks pretty good.
08:14Let's go ahead and click Apply.
08:16With that behavior applied, notice it only takes place over a short amount of time.
08:22Just to check what's going on, let's move our playhead here, and as you can see,
08:25it's just about 41 frames before it comes in.
08:28So if you want this transition to take a little bit longer, you can just click
08:32on the right edge of that behavior and drag it out to the right. And notice as
08:36I drag, I'm getting a pop-up window that's letting me know the new duration that I've created.
08:42It's also showing me the in out point of that behavior.
08:46Just by clicking and dragging on the right, I've lengthened how long it takes to
08:50create this type affect.
08:52Just to show you one last thing about this effect, I am going to go ahead and
08:55zoom in here a little more, just Command+Plus and then the spacebar to move over.
09:00I just want you to know, whenever you apply one of these preset behaviors, it's
09:05easy enough to customize if you want things to change a little bit.
09:09With that behavior selected, jump back into the Inspector.
09:13Notice under the Behaviors, I have Fade Characters Random In selected.
09:18Under format, open the disclosure triangle and you notice the Opacity is set to
09:220. Well, obviously there's opacity on the letters, so how is this working?
09:26If you open the disclosure triangle for Controls, you'll notice it's doing a
09:30sequence from whatever value is set here.
09:34So it's starting from 0% Opacity and it's moving up through the characters
09:40without spaces at a spread of roughly two characters.
09:44So notice the O and the T are missing, or just slightly starting to fade in.
09:50That's because the spread is two characters.
09:53So as the fade happens, it's going to do it roughly two characters at a time.
09:58So if we want the fade to happen for each word, we can set it like that and
10:04then if we scrub back through, you'll notice that one word, the next word, and
10:09the next word pops up.
10:10I actually liked the way it was set,
10:12so I will change back to character without spaces.
10:16Just so we can see what this is going to look like for the entire animation, I
10:20am going to go ahead and move my playhead back to the beginning, select both of
10:23the type layers, and press Ctrl+S again to turn off my solo, and I'll hide the
10:30left side of the interface with Command+1. I'll just press it twice.
10:34And we can do the same thing, hiding the Layers panel by pressing F5, and
10:40I'll just load up a quick RAM Preview and show you what we've created by
10:45using the Adjust Transform tool and automatic keyframing, as well as using
10:50some text behaviors.
10:51Well, I know the text animation only took place over the first few seconds and
10:59if you look down here really closely, you can see there's that green shade
11:02letting me know that those layers have been loaded up in the RAM Preview.
11:05I am just going to stop the preview and show our animation.
11:15So I'd say it's looking pretty good.
Collapse this transcript
Working with text on a path
00:00Animating type on a path is just another way to add a little bit more
00:04control into your scene.
00:06Now the dance group that we've been creating all these graphics for, their
00:11name is Everybody Dance Now, and what we're going to do is actually create a
00:15transitional graphic element that we could layer in within Final Cut, but in
00:20order to create that, I need to actually add some animated type within this transition.
00:26As you can see, I've already got a type layer set up here, and you may notice I
00:32have a camera, and these layers are 3D. And I'm not really going to get hardcore
00:36into the 3D right now, but I just wanted to draw that to your attention, and for
00:41now, what I want to do is have the words Everybody Dance Now repeat multiple
00:46times so as it flows through the scene, it creates this kind of a seamless
00:52graphic element that repeats the words that you see.
00:55So to get started, let's select our Type layer and open the Inspector.
01:02In the Text section, under the Inspector, I want you to go to Format and
01:06scroll down to the bottom.
01:08Check this out, there's a field for text in here.
01:11So even though I only have one line of text, I can actually repeat this text
01:19numerous times just by highlighting it, in the text field copying it,
01:23I'm just going to create a space and paste, Command+V, space, Command+V,
01:29space, Command+V. I don't necessarily have to go crazy with that. Let me stop
01:35playback there. I accidentally hit the spacebar, sorry about that. But notice
01:39once I've created all those copies, now I've got this nice long text element
01:46that is moving through the scene.
01:48Again, we're going to be using this text line as more of a graphic transition
01:53just to reinforce the title of the group.
01:56It would be fun to make this text flow a little bit more like these lines here
02:00in the background and to do that, we'll create path text.
02:04Now one of the things I love about creating path text in Motion is the fact that
02:08you don't necessarily have to draw a custom path.
02:10All you have to do is go to Text section and under Layout there's a Layout
02:17Method and by default it's set up to Type or Paragraphs. What we want to choose is Path.
02:24When you choose Path, it automatically puts a Bezier path underneath the type.
02:29Now you can't see that until you actually grab the Type tool and click
02:34within the Type layer.
02:35Now, I can actually see that path, and here's one of the anchor points, so I'm
02:42just going to zoom out, Command+Minus to zoom out in the scene, and you can see as
02:46I zoom layout, when you convert Type to Path Type, it automatically creates
02:51three points for the path.
02:53Now one of the nice things, I can easily just adjust the curve of this path just
02:59by clicking on that point and dragging up.
03:01That's a little large of a swoop. What I want to do is add a couple of
03:05different ones to the line.
03:07In order to do that, if you hold down Option as you hover over the path, you'll
03:12see this plus button.
03:15When I click here I've just added a new point. Let's do the same thing on the
03:18other side between the right two points.
03:21Okay now I can select one, and I'm just hovering my mouse over the points and
03:25it's automatically changed the Move tool. And I can Shift+Select too and now with
03:30both points selected, I can click and drag up.
03:34Now I've quickly and easily created the wave that I can have the type animate along.
03:39If you want to adjust the handle for the first or the last point, if you
03:44hold down Command and drag out from a point, that will allow you to change that curve.
03:51So Command and drag out, that will pull out your Bezier handles.
03:56Now for some reason--let me zoom in here so you can see things a little better--
04:00if you decide that you don't want this nice smooth path, what you can do is
04:06Ctrl+Click right on the path itself and choose Linear. That'll give you a hard
04:13break to the curve.
04:16So to undo that I'm just going to Ctrl+Click on that and change it back to
04:19Smooth. If you want to control one side or the other, you need to Ctrl+Click
04:24on either one of the handles and choose Break Handle. That way once I've done
04:29that, I can click on one side and make an adjustment.
04:32Now that's not what I'm looking for, but as you can see, it's pretty easy to go
04:38back and change. I can just change it to Linear.
04:41I'll go back here, choose Smooth, and now we're set back to our original smooth curve.
04:48This is all well and good if you want to work with in the path that
04:51automatically gets created when you choose Path under your Layout controls, but
04:56what happens when you have a custom path?
04:58Well, it's pretty easy to deal with. Let's create a custom path here first.
05:04So I'm just going to grab my Selection tool just so I can deselect the Type
05:09layer, and with my Bezier tool, I'll just click in my Canvas here and click and
05:17drag on a second point, and I'll click and drag on another point and click and
05:22drag on another point.
05:24So you can see I've created this rather custom-looking path.
05:28Now I know since the length of the type is so extraordinarily long, I might
05:32want to lengthen these points. So I can just grab my Transform tool again and
05:41once I select that, notice the Bezier path automatically tries to fill itself.
05:46So let's fix that by just deselecting Fill under the Shape Style, and we'll
05:51leave it set up to Outline.
05:53I do like to leave a brushstroke on my path just so I know exactly what's going
05:58on as I'm making my adjustments.
06:00If you switch back to the Edit Points tool, here I can move the individual
06:06points just by clicking on them and I can create an actual custom move or
06:12custom path that's a little bit longer. Let me zoom out, Command+Minus, and you
06:17can check this out.
06:19Now though we have this set up the way that we want, we just need to take the
06:23type off of its current path and apply it to this path.
06:26The easiest way to do that is select the path layer.
06:29Now under layout method, if you look at Path, notice I have Scroll and Crawl.
06:32There really aren't that many other options. So what we need to do is scroll
06:37down under the Layout options here, and you'll notice we have path options.
06:42So by default it was set up for Open Spline, but check this out. There is this
06:48option for geometry.
06:51The easiest way to think of that is custom. Once you choose Geometry, it gives you
06:56a nice Shape Source drop well that you could then in turn drag your custom
07:01shape right into the drop well.
07:03Now once I do that, the type is flowing right along the path. Don't freak out if
07:09it actually flips over or anything like that.
07:11The direction you draw the path will also determine how the type orients
07:16along the path. You can usually fix this by toggling some of the other
07:21options, like Inside Path.
07:23Now it's automatically choosing the inside of this path.
07:27Now if don't want to see the actual path in the scene, I can turn off the
07:31Visibility and it's still going to reference the position of this path.
07:35Now the other cool thing, I could layer some behaviors onto this Path using
07:41different shade behaviors or a brush behaviors, but I don't want to do that.
07:45I'll just leave this alone for right now.
07:48To create a simple animation, under Text Format you can adjust under Advanced
07:54Formatting the offset of the type.
07:57As I scrub up and down on the X axis, you'll notice the type flows nicely and
08:01evenly right across the custom Bezier path that we've created.
08:06So when it comes to creating animations using path type, notice you can create a
08:12level of animation that gives you a whole bunch of more control.
Collapse this transcript
Creating credit rolls
00:00Now when it comes to creating credit rolls, there are a number of different ways
00:04to actually get things done.
00:06The only time things get complicated is when you have an extraordinarily large
00:10amount of information.
00:11Sometimes people can find that amount of text rather overwhelming, and they end
00:15up formatting things in all different ways.
00:18Now I am going to show you two ways to create a credit roll and hopefully,
00:22you'll see how my failsafe way will kind of always work.
00:26And then the other way is just kind of utilizing some of the fun features in
00:28Motion with the text generator.
00:30Instead of browsing through my exercise files here in the File Browser in
00:34Motion, I want to actually jump to the Finder really quick.
00:37And if you go to your exercise files in the Media folder, you'll find a folder
00:42called Paperwork_Docs.
00:44Now in there, you'll find a Word document that's for the credit roll.
00:48Now I specifically left this a Word document because that's pretty common
00:52you'll end up getting a Word document.
00:54Now if you don't have Word on your Mac that you are doing this Motion training
00:59with, don't worry about it.
01:00If you just right-click on any Word document, you can say Open With and choose TextEdit.
01:06Now I want you to do this first, just so you can see a step up.
01:12Now we're going to do this in a little bit, but first, I'm just going to work
01:15with a native Word document since we do have Word on this system.
01:19Now if you don't have Word on the system, you can open in TextEdit and do
01:22basically the same thing.
01:24But what I am going to do is open the document and as you notice here, I have
01:27got some formatting already built in and there are only two pages of type.
01:31So if we select all just by clicking in the document and pressing Command+A, we
01:37can go up under Edit and choose Copy.
01:39Now this is loaded into the copy buffer of the operating system.
01:42So I'm just pressing Command+Tab to switch over to the Motion application, and
01:46we will open that up.
01:47Now one of the things that we haven't really gotten into very much is creating
01:51text that's actually paragraph text.
01:54The way we want to do this is to go to the View menu, and in here you want
01:59to enable Safe Zones.
02:01I always do this because I am a little old school.
02:03There are some tools that allow you to compensate for title safe and action safe,
02:07but if you do this this way, it will be awesome because again,
02:12you're eliminating steps.
02:13So let's select the Text tool with our title safe and action safe squared away.
02:19Let's click in the upper- left corner of title safe.
02:23Title safe is the inner box.
02:25Now as I click, I'm going to hold my mouse down and drag over to the
02:30lower-right corner.
02:31The reason I'm doing this, this inner box is letting me know exactly where I
02:35can place the text,
02:37so no matter what television or computer I'm watching this on, the edges don't get cut off.
02:42This is kind of a leftover thing from broadcast video and things like that, so
02:46some older televisions have a tendency to really crop in on the video signal.
02:50You don't have to worry about that with this; just click and drag from the upper
02:54left to the lower right.
02:55I have a blinking cursor and if you just do Command+V to paste that type, it
03:01will actually paste all the type from the Word document right into your Motion project.
03:08Now I realize it's kind of hard to see, and there is a ruler here letting me know
03:12exactly how large I made this space for my paragraph type, and I have a scroller
03:18here so I can scroll up and down and see the type.
03:21Notice as I am scrolling up and down, the paragraph bounding box is not moving.
03:27It's kind of one of the nice little things here.
03:29Now I can go ahead and accept this just by pressing Enter on our keypad.
03:33As you can see, the type is still a little hard to read, so let's look at it
03:36at 100% magnification.
03:38And as you can see over here, it's a little blurry.
03:42Now what ended up happening, my Type layer ended up getting placed in a group
03:46that currently was already in the project, and I have a Vignette filter on here
03:52which blurs the edges.
03:53So we want to make sure to drag that Type layer up above the current group so it
03:58occupies its own space.
04:00Now we don't have to deal with that blur.
04:02So I'll just press Shift+Z to resize my canvas.
04:05Now in order to make the type bigger, if we go to the Inspector, you'll notice I
04:10don't really have an option for size.
04:13If you click and drag in the number field that's empty here, as you click and
04:18drag, it will let you change the size of the type.
04:21The reason it's not giving you a final number is because the type has multiple
04:25different sizes within the document.
04:28So this is a fast, easy way to keep the formatting that you had from the Word
04:32document and just making the size of the type bigger.
04:35Notice the bounding box hasn't changed its size.
04:38Now if you decide you want this to be center justified, you can just click
04:41center justify on the alignment.
04:42Now one little side note:
04:44When I copied the text from the Word document and pasted it into Motion, it did
04:48copy-paste the formatting.
04:50But it is no longer referencing that Word document, so I can go back to the
04:54Word document and make changes and that has absolutely no effect on our credit
04:57roll here whatsoever.
04:59So now as I'm looking at this, I can click on this layer and move it up and down,
05:03and that will definitely give me my animation.
05:05I'll just undo that.
05:07But if we use the traditional animation behaviors like Throw or Move, it's kind
05:13of hard to time out exactly when this is going to finish.
05:17So the behavior you actually want to use is under Text Animation.
05:21See down here there's an option for Scroll Text.
05:23Well, what's great about Scroll Text is the fact that it'll automatically time
05:28the move of the type.
05:29So let's drag and drop it up to the type, and now check it out.
05:32It automatically moved it to the bottom of my page, and if I just scrub through
05:37the Timeline here, notice it is scrubbing automatically, timing the length of
05:44the scroll for the length of the behavior.
05:47So if you want this to actually move a little faster--I'll go back over here,
05:50let's say we want the scroll to finish in half of the time--
05:54I can just press O to trim the out point and now it'll just scroll that much faster.
06:00So if you want one of those really quick credit rolls, this is a way to actually do that.
06:05So that's the basics for how to import your credit roll and do the animation
06:11with a typical scroll.
06:13But let me show you how you can use a generator to actually have the type type
06:18on one line at a time.
06:20So if you go to the Generator section of your Library, under Text Generators we
06:25have the File Generator.
06:28This references a file on your hard drive, so let's drag and drop that right
06:32into our project, but I want to drop it into this upper group here so we don't
06:36have to deal with that vignette issue again.
06:39Now we can deactivate our Type layer that we just animated, and we need to go to
06:44the Inspector to actually link up our Text Generator.
06:47Now with the Text Generator, you want to go to the Generator channel down here
06:53and browse for your file.
06:55Now if I click Browse and navigate on my Desktop to my exercise files--let me go
07:00to Media, organize by Name, okay,
07:03Paperwork_Docs--notice I can't select that Word doc.
07:07That's because Motion is looking for a text document.
07:11Now this is a little trick I am going to show you.
07:13Don't use Word to convert this to a text document.
07:16Right-click on the Word document and open it with TextEdit.
07:19I found this to be a very reliable way to actually work.
07:23Now when you're in TextEdit you need to actually go up under Format and
07:27say Make Plain Text.
07:30When you do that, it'll get rid of all the rich text options, which is fine
07:35because rich text isn't supported.
07:37So now once we have this set up, we can say File > Save As, and leave the
07:43default settings for Plain Text Encoding: Unicode 8.
07:46Okay, I'll just call this credit, and I will type a .txt at the end of it.
07:53And when we click Save, if we go back to our Motion document in the Generator
07:58section under File, let's browse to that same Paperwork_Docs folder and choose credit.
08:04Now we can select this.
08:06When we choose that, check this out.
08:08The credits are actually dropped right here in the middle of the document and
08:13if I scroll my playhead, check it out, it's actually playing everything line by line.
08:18So let's see what this looks like.
08:19If I press the spacebar, notice it's moving really, really quickly.
08:24And there's some flickering as far as the first line, and then it's blank and
08:28then the next line and it's blank.
08:30Well, if we go back to our text document, notice there is an extra line in between each.
08:36So if you're looking to actually animate your credit rolls like this, line by
08:41line, you will want to actually go into TextEdit and make sure that all the
08:45lines that you want to appear back to back don't have any extra line spaces in between.
08:51So as you can see, there are many different options for animating type inside of Motion.
08:56I hope you find some way to wrangle the beast that is a credit roll.
Collapse this transcript
6. Working with Video Footage
Match Move: Four-corner pin
00:00If you're unfamiliar with four-corner pin, basically what we're trying to do is take
00:04the four corners of a piece of footage and then tie those four corners into
00:10something else that is moving.
00:12A lot of times people use four-corner pin to black out a license plate or replace a sign.
00:19We are going to use it to actually do something slightly different.
00:22Here we have this piece of footage.
00:23If I press the spacebar here-- I will turn the audio off.
00:28Let's move that back here.
00:28If we press the spacebar, you can see the footage is moving, and what we need to
00:33do is just map in the logo and basically with a four-corner pin, we are going to make
00:39it look as though it was already painted on the ground.
00:42So to do this we need to select the logo that we want to actually move and get
00:48placed into the background layer. And the way that this works is through a
00:52behavior under Motion Tracking called Match Move.
00:56In order to apply Match Move, we can just drag and drop it right onto our piece of footage.
01:01Now the way Match Move works, whatever object you apply it to, it's going to look
01:06at the next object below and use that as the source.
01:09So automatically it's chosen the 4CornerPin as the source for our move.
01:16If you notice here I have this red target, and as I move around throughout the
01:22logo here, I'm actually seeing a close-up of our piece of background.
01:27So just so I can see things better, I am going to turn off the visibility for
01:31our logo and just put this one anchor point in the scene.
01:35Now when you are choosing anchor points, what you want to do is try and choose
01:39an area that looks relatively unique.
01:41So no matter where the move happens, the software will figure out exactly where
01:47that point is currently.
01:49As we are looking at this, there is only one point.
01:51So in order to get four, you need to change the type. In the Inspector, under
01:56behaviors, change it from Transformation to Four Corners.
02:00Now I have four separate pins.
02:03And notice what happens. If I go to move this pin on the left here,
02:07I can't really see anything just yet.
02:09Let me move this pin over here.
02:11Let me move this pin up here, and I will move this pin over here.
02:16Now if we turn the visibility of our layer back on, notice, oh!
02:20It's actually distorting the image.
02:22So this is both helpful and kind of a hindrance because as I move the point, I
02:28may have a point on the image that would be perfect to track because it's kind
02:34of high contrast and rather unique looking.
02:36But let's say I find this point.
02:37Let's say like right here I find this point.
02:40Well, when I do that, notice the distortion of the object doesn't really work.
02:45So what we need to do is change the Transform options.
02:49Again, back in the Inspector under behaviors, you want to choose Mimic Source.
02:53What this is going to do is allow me to move my four corner points to different
02:58track areas but keep the distortion exactly the same.
03:02So what we want to do before we make that change under the Attach to Source,
03:07you want to go and get the distortion of your object so it kind of matches the
03:12distortion of the ground here.
03:15So I am just trying to make it look as though it were already pinned on the ground here.
03:20Okay. There we go.
03:22That's looking pretty close, maybe bring this down a little bit.
03:26So this is relatively okay, but I don't know if the points that we are tracking
03:31are actually going to work quite right.
03:33So what we need to do is change the Transform to Mimic Source.
03:38Now when we do Mimic Source, I can move this to an area that's rather high
03:42contrast and unique looking, but notice as I move this, the object that we
03:47are going to map in is not distorting, okay. It's just going to mimic the
03:53movement based on our track.
03:56Now another thing with this project,
03:59if you notice I'm setting up these points and my playhead is currently at 01:17.
04:05See, when you go to Analyze, you can analyze in multiple directions, so
04:09sometimes when you go to track a piece of footage, you'll move the footage so it
04:14gets to a place where it kind of makes sense, and you can click Analyze.
04:19Now what this is going to do is move from this frame forward and analyze the
04:23move, but anything that happened before this, it's not going to actually have
04:28that move in there just yet.
04:30Okay, so if we move our playhead back to the beginning, let's see what's going on.
04:34Okay, well we've got the move happening here and then boom!
04:38Our logo is actually moving across the scene.
04:42Now that track looks relatively okay, but just so you know, if you need to
04:47tweak individual points, like let's say one of the points is kind of out of
04:50sorts and just not in the right place, you can turn on Automatic Keyframing
04:55and just move that one point.
04:58And as you move that one point, the keyframe will keep that so it will pop and
05:02move based on that change that we've just made.
05:05Now, I don't like that so I will just undo that last move. And also when you do
05:11this Match Move, sometimes you can't figure out exactly where it started.
05:15So if you press Command+8, this will allow you to see all the keyframes that
05:20you've created based off of this track.
05:23So I'll move right to the start of our track, which I believe is right here. Perfect!
05:30With this, I want to analyze going the opposite direction,
05:34so let's turn on Reverse, and we can click Analyze.
05:38Now this is going to analyze back in the Timeline and even though I'm
05:42overlapping some of the keyframes, it should be perfectly fine when we go to analyze this.
05:47Now this is taking a little bit longer to do this because it's giving me a
05:50preview of all the keyframes that it's creating as it's doing the analysis.
05:55But now if we deselect our behavior, press Command+8 to hide our keyframes,
06:00we can press the spacebar and you'll see that we've got our track actually
06:05moving through the scene.
06:07Now it does end a little bit here, and I could go in and tweak this a little
06:13bit more by manually adding the keyframes, but I think I'll just keep this by
06:18doing Command+Option out, and this way we have our track and it's stuck right
06:24from the beginning.
06:25Notice as I'm scrubbing here, I get a few frames before the track actually happens.
06:30So I'll just trim the in point there. Okay.
06:34So the only thing left is to literally match this in using a combination of
06:39transparencies and blend modes.
06:40So just to cover that really quickly, in the Inspector, under Properties, you can
06:45change the Blend mode to something like Screen, if you want the darker areas to
06:50kind of wash out and match in.
06:52So if we did Screen and then brought the Opacity down quite a bit, you will
06:56notice yeah, it looks kind of faded, but it definitely looks like it matches
07:01where it's been painted a little bit more.
07:05So as you can see, when it comes to doing a four-corner match move, sometimes
07:09it's a question of tracking forwards, sometimes it's a question of tracking
07:13backwards, and if worse comes to worse, you can always turn on Automatic
07:17Keyframing and literally move each corner and then move a frame down and move
07:21each corner and go through the process and do things manually.
Collapse this transcript
Match Move: Transform
00:00If you've been watching television lately--and let's not kid ourselves, who
00:03hasn't?--I think you'll notice that tracking type into its background environment
00:09seems to be all the rage nowadays.
00:12It's pretty much in every commercial I've watched, so I want you to get
00:15familiar with the match-move behavior, because this is going to allow you to
00:20tie things together in the scene, regardless of whether it was originally
00:24created in Motion or not.
00:26So if we look at our project, I am going to press the spacebar and watch
00:30playback and as you can see, we've got this beautiful dolly move going on here.
00:35And basically, we want to have some words look like they're stuck to this back fence.
00:42Now, we've already added the words.
00:45If you just turn on the visibility for the words here, you can see right now
00:49they're not tied to anything.
00:51So we'll use Match Move to tie this to the railing.
00:55So to get started, select the Type layer.
00:57I am just going to click in the Canvas and position it where you want it to
01:01be kind of "stuck".
01:02Now, I am going to position it so it's placed a little bit over this flower
01:07holder here that's kind of tied to the railing.
01:09Now, with the type selected, to apply the Match Move behavior, go to your
01:14Library under behaviors, and there is a section for Motion Tracking, and Match
01:20Move is right here.
01:21So just drag Match Move and drop it right onto the type layer.
01:25Now, I'm going to press Command+3 and jump into the Inspector.
01:29Now, with Match Move selected, in the Inspector you'll notice we have a couple
01:33of different options.
01:34First off, our Source layer.
01:37Well, how did this get dropped in already?
01:39Well, anytime you have an object that you want to match to a piece of video, you
01:44want to place that object on the layer just above the video.
01:47That way when you apply the behavior, it's automatically going to load the video
01:52right below in as the source.
01:54You can always click on this and reload a new source on the right-hand side
01:58here, but that's how it was loaded.
02:00Now, there's this button for Analyze Movement, and if you look in the Canvas,
02:04there is a red circle with a cross in the middle.
02:07This is going to be our tracker, and if you click and drag on it, notice that
02:14I'm getting a magnified view of what's going on in the scene.
02:17And if you look on the left side of your screen, in the Inspector there is a
02:21Tracker Preview window that's even larger that's updating.
02:24The tracker is literally going to track things pixel by pixel, and what I want to
02:29do is make sure that the region it's searching in has something that's unique
02:34enough that it will be able to determine, hey, there is that same pixel.
02:39Now, on the railing, you notice it's very dark, and there are large areas
02:43without any definition.
02:45So that's why I am choosing this area here right at the edge of the railing,
02:49because I can get that kind of 90-degree white-to-black look and that will give some
02:55kind of distinction for the track.
02:57Now, another thing to pay attention to when you're doing tracking is where your
03:01playhead currently is.
03:02I already placed my tracker here, and my playhead is at frame 58.
03:06So if we drag through the scene here you'll notice, yeah, I need to
03:11actually move my playhead.
03:12Here I am going to move my playhead to around frame 10 and move my anchor point
03:17here to that position. Okay, perfect!
03:21I know I'm not analyzing right to left.
03:23We'll deal with the beginning in a second, because I want to explain how having
03:28something in the foreground can make things a little harder to work with.
03:32But we'll get there in a minute.
03:33Let's actually do our first analysis.
03:36So under Movement, in the Inspector, click Analyze.
03:43Now, notice as this is happening I am getting a real-time preview, and the Type
03:47is kind of bouncing around, and up here I'm getting all these little dots.
03:52And these are marks that the tracker is making as it's tracking each individual frame.
03:58And if you look in the Timeline here, you can see I have keyframes for
04:01absolutely everything.
04:03Now, if we preview our animation, I am going to go ahead and deselect everything
04:07just by clicking Project panel.
04:09Now, press the spacebar and let's see.
04:13And while that's relatively okay, it's way too jittery for my taste.
04:17It's kind of bouncing up and down.
04:19And the reason that's happening, if you scrub through the Timeline, you notice
04:23the background for this railing is changing drastically.
04:27And since my track point is right on the edge here, it's being slightly
04:31influenced by the different pieces of the background that are rolling through
04:35that little bright white area.
04:38So instead of tracking up here on the railing, we need to look for
04:41something more consistent.
04:42If you look down here in the foreground, we have these beautiful tiles, and
04:46these tiles are very distinct.
04:48And if you scrub through the clip, you notice they don't really disappear.
04:53So instead of undoing the track, I am just going to delete the Match Move behavior.
04:58I'll move my playhead to around frame 17 here, and let's add another Match Move.
05:04I am going to go to the Behaviors button here in my toolbar and under Motion
05:08Tracking choose Match Move. Okay.
05:11With Match Move selected, we are looking at the Transformation values that
05:17we are going to track.
05:18Horizontal and Vertical.
05:20We want to attach the track points to our type,
05:23so let's just click and drag and specify a new point down here on the corner of
05:30one of the pieces of tile.
05:31Now click Analyze and watch what happens with the Type.
05:38I can already tell this is a much more solid track because of the density of
05:42each one of these points.
05:44Also, you can see it's almost a perfectly straight line.
05:48Now, if we watch our playback here, you can see the type is moving in
05:53unison with the tile.
05:56But the problem is this tile is a few inches in front of the railing.
06:00So we're getting that drift that happens from the parallax of the camera.
06:06As you're far away from something, obviously things look like they're moving a
06:11little more slowly, whereas when things are really close they look like
06:15they're moving faster.
06:16So we need to move the type back a little bit.
06:19Now, we can move the type back in the scene by adjusting its position on Z
06:23space, just by selecting the type.
06:25And if you go to the Properties area of the Inspector, under Position, we
06:29have X, Y, and yes, Z. Even though this is a 2D layer, it is able to be moved in Z space.
06:36So let's just move this back around 66 frames, and now if we play it back, you'll
06:43notice, okay, it's much more stuck to the railings.
06:47There's still a little bit of a drift, but it's pretty darn good.
06:51Now, another thing that I'm noticing, if we look at our track points--select the
06:56Match Move behavior--notice how over here on the left side the track points are
07:01a little closer and over here they are a little further away.
07:03Well, that's just kind of telling me that there is a slight perspective shift
07:07that's happening here.
07:09So instead of just tracking the position, just to nail this down a little more,
07:14I want to specify another track point.
07:17So if we go back to our Behaviors section of the Inspector, notice there is
07:22an option for Adjust for Position, and if I click on Scale, it will adjust the scale.
07:27But I want to look at Rotation, just in case things are spinning around here a little bit.
07:32Now, notice on the right side I have a second track point.
07:35Just to kind of practice what I preach, I do want to move my playhead back to
07:39where we started tracking, and I know I'm right on that frame because I get that
07:44bright white circle right there in the middle of my track point.
07:47Now, I just need to drag the red crosshairs over here to this other tile.
07:53Now, I chose the corner of this other tile because I know it's distinct and
07:58roughly it's the same length as our type.
08:01I know it's not quite, but it's a little closer than if I'd tried to tie it to
08:04that edge of the tile.
08:06So now let's click Analyze one more time. Okay.
08:11It was very minute, the amount of adjustments for the rotation,
08:15but if we watch this back, you'll notice now it looks like the type is almost
08:20nailed to the railings.
08:22Again, you may notice just a little shift, but honestly, that's pretty darn good.
08:26Now what we need to do is adjust things for the start section of our clip.
08:32See, you notice, as I move my playhead, I'm on frame 17.
08:35That was our first track point, right?
08:37So I am going to move to frame 16, and you notice no track points.
08:41That's fine, this is where I'll start the new track.
08:44But if I try and track forwards, look what happens to this left track point.
08:49All the sudden the point that I was tracking on has disappeared.
08:53Let's see what happens if we track knowing that that's going to happen.
08:58Move your playhead back to frame 16, and all we have to do is select Reverse next
09:03to the Analyze button.
09:04Now, if you click Analyze, watch what happens.
09:09I get this bright white X, and it's telling me that it lost its mind, basically,
09:14and if we press the spacebar, you can see, hmm, not quite.
09:20So what we need to do is undo that last set of tracks.
09:27Now, what I am going to do, we'll position our playhead on frame 17. Instead of
09:34choosing to Analyze right now, we need to go down here and choose Offset.
09:39When you go to Offset track, what you can do is click on one of the track points.
09:45You have to be very careful.
09:47Notice when I clicked I accidentally dragged out this white circle.
09:51That's not what I'm trying to do, because that was the original track point.
09:54What I am trying to move is the tracker.
09:57So if you zoom in, which is Command+Plus, I can click right here on the edge of my
10:04tracker and get the tracker back, and what I am going to do is just offset it
10:08down to this rather unique area of tile.
10:13I'm pretty sure this area isn't going to get covered up when we have the move.
10:19So now that I've offset my first track point, I want to go ahead and Analyze in Reverse.
10:30And I think we're okay.
10:32So if we press Shift+Z, you notice we can resize our view.
10:37I'm going to press F6 to hide the Timing panel and just make sure that we have
10:43everything deselected.
10:44Open my Project panel and just click on Project here. There we go.
10:48Now let's see the results of our track.
10:53And sure enough, we've dealt with a lot of frustrating issues that could have
10:58caused problems by adjusting the offset of our track.
11:03We've also learned about parallax and adjusting things in Z space, and I
11:08think you know how to troubleshoot a track and work your way through the
11:12progression that a typical designer would have to go through to pin something down in a scene.
11:17Just to understand, every time you do tracking with the Match Move, you want to
11:21try and create good results by using as few track points as possible.
Collapse this transcript
Stabilization
00:00I don't know about you, but to me, it seems like it doesn't matter how much
00:04preparation goes in to going on a shoot and having all your equipment with you;
00:09inevitably you will end up with a beautiful shot that you're going to have to fix in post.
00:14Now thankfully, the person who shot this did a great job with the exposure and
00:19the colors, and all that sort of thing.
00:20But if we watch playback of our project here, you'll notice it's a little shaky.
00:27So we will go ahead and stabilize this in Motion using one of the
00:32stabilize behaviors.
00:34Now, there are a couple of different options to stabilizing the footage.
00:38Let me just stop playback here.
00:40So let's select our footage here and go to the Library under Behaviors.
00:46If you go to Motion Tracking, there is an option for Stabilize.
00:51So just go ahead and apply it by clicking the Apply button. Since we had the
00:55video layer selected, it's already in there.
00:58Now, if you press F7, you can open up the HUD and you'll see, by default, it's
01:04going to go ahead and stabilize.
01:06The Borders are set to Normal, which you'll see what that means in a quick
01:09second, and we can have it adjust the position;
01:12the Position and the Scale; or all three: Position, Scale, and Rotation.
01:18Usually, I like to just have this go through and do Position first, and then
01:22we'll see if we need to do other things.
01:25So click Analyze to start the Stabilize function.
01:30Now, let's see what the results end up like.
01:33Now, I think that looks pretty good.
01:39The only issue we're running into, it's a little wobbly, and as you can see the
01:45edges are kind of creeping a little bit.
01:47So I'm going to stop playback here, and press I in HUD so we can open up
01:53Stabilize in the Inspector.
01:55Here are all the different options we can have.
01:58Now, Quality is set to Better.
02:00There is an option for Better or Faster.
02:03Better is going to utilize some of the optical flow technology in Motion, so it
02:10will look a little better and kind of warp the image a little bit.
02:14There's a second option here for Track Region.
02:18Now, what this is going to do is allow you to specify a specific area to track.
02:24That way, the software doesn't have to analyze the entire thing;
02:28it can just analyze this one region.
02:30So I'm going to undo our stabilize analysis.
02:35This time, let's choose Track Region.
02:38Now you can see we have this red box that's popped up. You can make the region
02:43larger or smaller, and you can adjust its rotation if you want it to kind of
02:49track something that's off-kilter,
02:52just by clicking this square on the right-hand side of our Position, kind of
02:56like the normal transform controls for anything inside of Motion.
03:00We'll choose just this one area of rocks, since it's so dominant and in the foreground.
03:06You can track horizontal and vertical or just one or the other.
03:12We'll leave horizontal and vertical.
03:14Now, click Analyze to analyze our stabilization.
03:22Now, if we view our playback here, you'll notice I'm not getting nearly as
03:27much of that kind wobble in the video as I was before, and it is sort of
03:32stabilizing things.
03:33What we need to do is deal with the borders.
03:37Change the Border option from Normal to Zoom and see what happens.
03:43Notice down here in the lower right I am getting this exclamation point.
03:47This exclamation point is just kind of telling me you might want to be careful
03:51because it's scaled so much
03:54you may be causing some degradation in quality.
03:58Also, as you scrub through, notice there is still a little bit of wobble on the image,
04:04so we may have to redo this. But I just kind of wanted to show you
04:07zoom, so you could see how things are adjusting.
04:11As I am looking at this, we probably want to do Position and Rotation.
04:15We'll still leave Scale alone.
04:17So let's go to Rotation and click Analyze. Okay.
04:26I'm still getting the same warning here, but let's watch our playback and see
04:30how things are looking.
04:32Now, if I didn't have my Stabilize behavior selected, let's see what things
04:38would actually look like.
04:42Now, I do think this looks significantly better.
04:45Just understand, when it comes to stabilizing your footage, not every shot is
04:49going to be rock solid. Sometimes they'll have a little wobble, and you won't be
04:53able to "fix" it in post.
04:56But overall, the Stabilize behavior is a great place to go when you do need to
05:00just bring a little bit more stabilization to your footage.
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Retiming footage with behaviors
00:00Retiming video footage is one of the great ways you can draw attention to
00:05a specific area without necessarily having to layer a bunch of filters and effects.
00:10It's actually kind of fun in Motion because there are retiming behaviors.
00:15That's not the only way you can retime footage in Motion, but I have to say, it
00:19is one of the most fun ways to retime.
00:22So just to show you, if you select any video clip in your Motion project, in the
00:28Inspector, you can always go to Properties.
00:31In the Properties area, down at the bottom, there is a parameter for Timing,
00:35and if you go over to the right and click Show, notice there are options to
00:40enable time remapping.
00:42When you choose Variable Speed for Time Remapping, it gives you a value for
00:47every single keyframe.
00:49So as I drag my playhead here, notice it's giving me a value for that keyframe.
00:55So if I drag to frame 1:11, it's telling me the value of that is frame 42.
01:02Well, if I view my time in frames, you notice there is a direct correlation.
01:08In adjusting this timing, basically all you're doing is setting keyframes.
01:13So if you want to use variable timing in the Inspector, by all means, just turn
01:18on Automatic Keyframing and adjust the Retime Value.
01:23It's just a little abstract when you're working with things
01:25to understand exactly what happening all the time. Let me show you what I am talking about.
01:30If I click and drag the Retime Value, which is 42, if I make it less, let's say
01:36I make it 24 frames,
01:38now what do you think is going to happen to all of the frames everywhere else?
01:43If you think about it, it's going to play back slower from the first frame to
01:47this frame. And then from this point on it's kind of actually have to play
01:51back a little bit faster, so when it gets to the end of the clip, it'll actually
01:57be playing the last frame.
01:58I have retimed the footage, but in my opinion I haven't done it in a way to
02:04where I have really finite control, because I'm literally making adjustments
02:09to all the frames when I'm really trying to only deal with a specific section of frames.
02:14Now there is one last thing I want to show you in this area and that's down here
02:18under Frame Blending.
02:19If you've slowed down your footage-- actually, let me show you what the footage
02:23looks like. I'll move my playhead to the beginning and play it out.
02:26(music playing)
02:30So you notice it slowed down for this one section, but anytime you slow down
02:35footage you're going to need to have Frame Blending.
02:40Now one of the advantages of adjusting your retiming in the Properties Inspector
02:45is the fact that you can choose exactly what frame blending you want to use.
02:50If you're looking for super-high quality, I would choose Optical Flow and pretty
02:55much leave it at that.
02:56So when you choose Optical Flow, the software is going to analyze pretty much
03:01every pixel in the frame and adjust accordingly, whereas if you just leave it
03:06for nothing, it's going to try and blend frames based on the entire frame. And I
03:13know that sounds a little vague, but honestly the easiest way to think about it,
03:17Optical Flow is going to give you the best results.
03:20These other ones are kind of intermediary in terms of how they blend together.
03:24So by all means, click around and make adjustments.
03:28Making adjustments this way is kind of fun, but really the fun is with the behaviors.
03:34So let's turn off Automatic Keyframing for now and go to Time Remapping and
03:38reset it back at a constant speed.
03:41Now just before you jump to behaviors you can set constant speeds like, okay, I
03:46want that footage to play back at 37%, and now when we play it--
03:49(music playing)
03:53--it's just going to play back in slow-mo.
03:55So let's set that up to 100% and go back to our Library here, so we can
04:01investigate some of the behaviors.
04:04So if you go to Behaviors, there is a section for Retiming, and again part
04:09of the reason I love using the Library is the fact that you can get previews
04:14up here in the top.
04:15So Flash Frame could be kind of fun to introduce in here, but I want to use Reverse.
04:21Now the reason I want to use Reverse, it plays a clip backwards.
04:25Now if we look at our Timeline here-- I am just going to stop that Preview--
04:30as we play, you will notice there are markers applied to the audio channel.
04:35So if I begin playback by pressing the spacebar, you'll notice they line up on the beat.
04:40(music playing)
04:46So I want the retiming to actually happen at these different markers.
04:50So I'll move my playhead to this purple marker here, and we'll choose Reverse
04:55and just drag and drop it.
04:57The default option for Reverse here, notice when you apply it, it reverses
05:02the entire clip. And if I scroll down in my Timeline here, you can see I have
05:07my reverse behavior.
05:08If you press I to trim the in point of that behavior--there we go--
05:14now that I've trimmed the In Point, you notice, okay, it's going to play, it's
05:19going to play, and then all of a sudden, bang, there is some other frame.
05:22Well, let's drag down the Timeline and press O and see what happens.
05:26(music playing)
05:31In essence, with the reverse behavior what it's done is cut this clip right here,
05:38lifted that one section, and literally reversed all those frames that live inside
05:44that reverse behavior.
05:45Now if that's the effect you are going for, that's pretty cool, but I just
05:48wanted the footage to start playing backwards here, so not really reverse.
05:54I want to use Ping Pong.
05:57See, it alternates the playing segment of the movie backwards and forwards.
06:01That's exactly what I want.
06:03So I'm actually going to use this Reverse down here, and I can trim its start
06:09point and out point by dragging it in the Timeline. And if you notice Snapping,
06:15if you want to turn Snapping off, just press N on your keyboard.
06:18It won't snap to anything.
06:20Okay, so let's apply Ping Pong by dragging and dropping.
06:24Now move our playhead to this purple marker and press I to trim that in point.
06:32I want this to play out here for a little bit, and then maybe here I want it to
06:36begin playing back again.
06:38So let's press O to trim the out point.
06:41If we watch our clip, you can see what things look like.
06:44I'm just going to deselect all my layers.
06:46(music playing)
06:57Kind of cool, right?
06:58In my opinion, working with retiming behaviors is something that's fun and
07:03should be easy to use.
07:05So I encourage you to continue to drag different behaviors onto the clips and
07:11see what you can come up with.
07:12If you are trying to add more energy to the clip, you might want to look at
07:16something like Strobe; if you want things to kind of be a little more
07:20disjointed, look at something like Stutter.
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7. Using Filters
Applying and adjusting filters
00:00Now even if you're new to animation, I'm sure you're probably already familiar
00:04with the concept of filters.
00:06They're basically an effect that you can apply to any piece of footage or
00:11graphic in your Motion project to stylize the look.
00:15Many designers fallen into the pitfall of using filters as a crutch;
00:20"I'm going to throw a filter on this, because it looks cool." And really, well, I
00:24guess in some cases that's perfectly fine, but really in most cases, just like
00:29anything else with high-end motion graphics or editing or anything like that,
00:34you want to do something for a purpose, so let's actually look at this video
00:38clip. Let's watch playback.
00:40(video playing)
00:47So as you can see, we've got some high-energy footage of our dancer kind of
00:51practicing in the studio, and based on the angle and the motion of the move in
00:57the camera, I want to reinforce that high-energy look.
01:00So I'm going to go ahead and use filters to do that, just to add style, but
01:05again, reinforce the energy that's being created here.
01:09So go to the Library and look in this section here underneath behaviors.
01:14There are filters and then there are Image Units.
01:17If you've watched my Getting Started chapter, you'll know that these are both
01:21filters. Just image units are ones that actually run natively off of the
01:27graphics acceleration built into OS X. I'm just going to look in the Filters
01:32section and see how we can add some energy to this.
01:36One of the things I love is the fact that we can preview everything, and as I
01:41know, I've clicked through a million of these different filters, the one that I'm
01:45looking for is called Find Edges or Edges. There we go.
01:50This finds the edges of an image based on the luminance.
01:53Well, if we go ahead and click Apply, let's see what this does to our clip.
01:58If you press F5, you notice we didn't have anything selected, so let's select
02:02the clip and click Apply.
02:04Okay, so as you can see, we've got something going on here.
02:10If you jump to the Inspector, you'll notice there's an option for intensity, so
02:14let's crank that up here a little bit. And I'm going to zoom in on the canvas,
02:19so we can sort of see what this look like at 100%.
02:23That filter in and of itself looks pretty cool.
02:26It only has two adjustments available: the Intensity and the Mix.
02:32So this will actually mix the filter in with the background video.
02:36One of the things that I prefer doing, as opposed to adjusting the mix, I like
02:41to just duplicate the video layer if I want to mix the scene with the video.
02:46So let's select the video layer and press Command+D. On the lower video layer,
02:51delete the filter just by selecting in the Layers panel and press Delete.
02:56Now I know we can't see that mix happening because this top layer's visibility
03:01is still on, but dividing it up like this gives us the ability to use blend
03:06modes to control the blend, as opposed to just an opacity change between the
03:11treated footage and the untreated footage.
03:13So with our top video layer selected, if you go to the Properties section of
03:18your Inspector, go to the Blending area and adjust the blend mode.
03:22Now if you choose Multiply, notice nothing really happens. What you want to do
03:28is choose Screen because screen will make any black pixels transparent and
03:34lets light pixels show through.
03:38So as you can see here, we've got this kind of cool effect happening.
03:41I'm just going to zoom back out here. And as you can see, I've added a little
03:45bit more energy to the scene.
03:47If we begin playback, you'll notice it's really kind of given a highly
03:52stylized look to this.
03:54Now I'm definitely not done treating the footage, but most of the time once I
03:58start layering filters and working with multiple layers like this,
04:02it's just a question of becoming a little bit of a mad scientist.
04:05You would want to go in there, mix one parameter with another and layer other
04:09filters and effects, and see what you can come up with.
04:12So instead of diving down that rabbit hole right now, I'm going to save that
04:16for our next video.
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Applying multiple filters
00:00Rarely can you apply a filter to a piece of video or your graphic and just
00:06have that one filter achieve the desired affect.
00:09Most of the time you do want to end up layering and mixing and creating crazy
00:14adjustments until you get exactly what you are looking for.
00:16So the original thought behind adding filters to this one shot was to actually
00:21add a little bit more energy to the scene.
00:23While I like this general look, it's not really quite there yet, so let's watch
00:30this play back and see what we can do to kind of punch this up a bit.
00:33(video playing)
00:42So as I'm watching this play back, I'm noticing that the edges are glowing and
00:47I'm getting little bit of a ripple and it's kind of a cross between too blurry
00:51and too clear, so I honestly think we should either really heavily stylize this
00:57or take the glow back a quite a bit.
00:59If we select our top layer that actually has the filter edges applied to it--
01:04let go ahead and select that layer--
01:06we can adjust its opacity in addition to its blend mode.
01:11See, if I bring the Opacity down here, I'm definitely taking down that effect.
01:16That's definitely not what I want to do. As I'm looking at that, I think what we
01:20need to do is actually punch up this edge a little more.
01:23When I click on Edges and we look in the Filter section of our Inspector,
01:28you notice we only have the two sliders, Intensity and Mix, and if I crank up
01:32the Intensity, yeah, it's kind of getting close, but really, I want to soften
01:37the edges a little bit.
01:38So in order to do that, I need to apply another filter.
01:42So if you go back to the Library here, we can go to Filters, and I'll just add a
01:46slight glow to this.
01:48Now there are number of different glows that you can add. If you click on each
01:53one, it will give you a nice description.
01:56So Bloom adds blooming highlights to the lighter areas of an object based on the threshold.
02:02Well, if I added this, it would add a glow to his entire shirt as well as
02:07everything else. Let's see what that actually looks like.
02:09Now I'm just going to drag the filter and drop it right on the video file in
02:14the Layers panel and notice immediately, things are getting punched up a little more.
02:19When we jump to the Inspector, notice there are many more options we can go
02:22through, so this is exactly what I was looking for.
02:26Notice as I drag the Amount up everything is getting soft and kind of blown
02:30out, and I'm getting some fun colors along the sides here as well, which is
02:34adding to the energy.
02:36It is little bright, so we can bring the brightness down and kind of make an adjustment.
02:41Now notice you know, once I get to a certain point, it just sort of snaps off.
02:46Well, you can adjust the threshold accordingly.
02:49So it should make it a little less or little more sensitive. So here as I drag
02:54the Threshold down, it's going to apply this glow to more of the layers.
02:59I can adjust how it's glowing horizontally as well as vertically, so it's just kind of neat.
03:07You can definitely keyframe any of these parameters just by clicking the plus
03:13button here. We could add a parameter behavior to pop up the energy, and actually I think
03:18I kind of want to do that. So let's go to the Vertical section here, and if you
03:23just Control+Click or right-click right on the word Vertical, we can choose to add a
03:27parameter behavior, and I just want to choose Randomize.
03:32This is going to add to that parameter at least 10. So let's crank that up to
03:38around 24, and now when we look at this, you should notice a fair amount of
03:43jittering that's happening throughout the scene.
03:49If you are having a hard time seeing it, you can definitely crank up the
03:52Amount and watch playback again, and here you notice now it's really, really flickering.
03:57This looks kind of cool, and this is definitely a little bit more like what I was
04:00looking for. It's kind of hard to interpret what's going on in the scene, and we
04:06have this strange blend of reality and not reality.
04:10So in order to finish this blend of high-energy stuff, I want to adjust the
04:16colors and just sort of create a tint over the entire thing to bring this all together.
04:22Since I have separate control of the layer with the glow as well as the
04:27background video layer, I'll actually just stylize this background video
04:31layer, because that's the most of the color that I want to be dealing with as
04:34far as creating that.
04:36So if we go to the Library here, I can go to Color Correction and look at
04:42Colorize. So let's just drag it and drop it right on our lower video layer, and
04:48you notice it's created this kind of funky tint.
04:51If we open the Inspector, let's remap black from this kind of a reddish color to
04:56more of a dark purple.
04:59Okay, and we can do the same thing with white here. Let's just remap it to more
05:06of a light blue kind of color.
05:11Okay, so that's given me a little bit more of a tint. The only other thing I do
05:15is probably pop the contrast a little bit, so to quickly do that, we'll go to
05:19Filters > Color Correction and go to Contrast.
05:23When we adjust the Contrast here, now that's going to give us that little bit
05:27of deeper saturation. If we adjust the pivot point, it's just determining the
05:32luminance that it can going to be choosing to adjust before it starts bringing in the contrast.
05:37So this has definitely created a little bit more of a high-energy feel to our
05:43video graphic. There's just one thing I want you to understand about filters
05:48before we finish here.
05:50I'm going to press Command+1 twice to just hide the left side of the interface
05:55and Shift+Z, so you can see a large version of the video, as well as the names of
06:00all the filters that we're dealing with.
06:01Part of the reason that I had us duplicate the different video layers and apply
06:06filters to each section is control.
06:09We can make adjustments to this background video, and that has separate control
06:13from the overall glow, but also, the order in which you apply filters has a huge impact.
06:20So right now, the way this is set up on the Glow video layer, this upper layer,
06:27we have our randomize behavior which is tied to our edges filter and then after
06:33edges we have a bloom.
06:35So the way filters work are actually from the bottom up. So if I change the
06:40order of Edges and Bloom, watch what happens.
06:45See, if I did the Bloom--let's deactivate edges--what it does it just creates that
06:50soft look for the video. Let me just turn off that background layer.
06:53So see, when you add Bloom, it just create that soft look, and that really muddies
06:57things up so when edges comes around it cuts out the edges. But if we do this in
07:02the opposite order, it finds the edges first and then blows out that Bloom,
07:08and then of course with our duplicate video layer that's when we brought in the
07:12different color wash and kind of rocked things out.
07:15So if we go ahead and press Play, we can watch what's going on in our scene.
07:21So as you can see, we've added a lot more energy to our scene.
07:25Now it's just a question of integrating this with the rest of the edit to truly
07:29create something that's high energy.
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Timing a style with filters
00:00Now inevitably when you start layering filters onto a piece of video you'll end
00:04up with something that you think looks kind of a mess, and don't worry, that's
00:09pretty normal. But one of the ways you can actually add polish to the clip is by
00:14adjusting the timing of those effects.
00:18And when you adjust the timing it creates a whole different feel, and all the
00:22sudden it doesn't look nearly as messy.
00:24Let's get started by selecting our topmost layer here, and this is the layer that
00:30contains all of this kind of funky glow effect.
00:33As I'm looking at this, let's move our playhead back to the beginning and press
00:37play and see what we're dealing with.
00:40Okay, so as you can see, there is a fair amount of camera shake in the scene, and
00:45there is a lot of moving going on.
00:46I'm just going to stop playback for a second because I know there is audio
00:50embedded in this clip.
00:51If I enable the audio, we can move back and press play
00:55(music playing)
01:01And you can hear that, yes ,he was dancing to audio.
01:04Now typically when you go to finish your edit, you would want to mix in the full
01:08audio, not that natural recorded audio from the scene.
01:12But for here it's important to understand that there is audio driving this.
01:16So chances are this music may get mixed back in.
01:19So when we make these adjustments, we want to kind of make adjustments sort of on
01:24the beat a little bit.
01:25So I'm just going to press Play and then stop playback when it hits a beat.
01:28(music playing) Okay, cool.
01:31So right here I want this to change.
01:36I'm not sure exactly how I want it to change, but let's see what we can do.
01:41First thing, let's select our Edges filter and with it selected in the Layers
01:45panel, if you press I, that will just trim the in point.
01:48So up to this point we'll just have this kind of stylized video and then boom, we get some edges.
01:55I'm just going to move down and stop again here in a little bit.
01:58(music playing)
02:00Okay, so here we'll just press O to trim the out point of that edge.
02:06(music playing)
02:12And then maybe back here we'll want to bring that back in.
02:15So if you want to do that more than once, you could edit the video, or we could
02:21just go ahead and hold down Option and reapply this filter again, and I'll
02:25just slide it back down in the layer hierarchy, and we can just drag this back down again.
02:31So here we've got our filter, no filter. You get the idea.
02:39So you can kind of edit this a little bit.
02:42If I really wanted to add a little bit more energy to this, we can go ahead and
02:46make one more adjustment.
02:49So for this section, just before it goes out, I want things to pop a little bit.
02:54So I'm going to move my playhead back here, so after it comes in, rather than
02:59just having to glow sit right on the edges of what he's doing, let's split this effect.
03:05And we could do that by trying to duplicate the effect again and marking
03:10the in point and out point, but what I'm actually going to do is split this
03:14video layer right here.
03:16So if we go up under Edit, notice we can't access Split.
03:19So in order to do this, let's just create a duplicate of this video layer.
03:25Just press Command+D, and now I'm going to trim that out point of this layer by
03:31pressing O. And then let's move one frame down the Timeline, and then we can trim
03:39that in point of the subsequent layer by pressing I.
03:43So if we press F6, we can look at out Timing pane, and you notice here that I
03:48actually have a cut that's happening between the video layers.
03:53Here is Wide 1, here is Wide 1 copy.
03:57So now all we have to do to kind of add a little more pop to this, with this
04:02copy layer selected, let's zoom out in the canvas here and scale this up.
04:08Now I'm going to press Shift+Option so it scales up around the center point.
04:13You can kind of reposition this however you like, but now it's just going to
04:17add a neat jitter effect.
04:19If you press Shift+Z, we'll resize the window and we can press F6 to close our
04:26Timing panel, and let's check out what we've done.
04:30(music playing)
04:38So as you can see, when it comes to adding polish to your filters, it's really
04:43important to just take the time and adjust the timing and don't be afraid
04:47to duplicate the layer that you're working with and adjusting the trimming accordingly.
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8. Using Masks and Shapes
Creating and adjusting shapes
00:00If you've already gone through the first chapter about creating shapes, some
00:04of this may be a little bit of a review, but I am going to show you some
00:08different ways that you can stylize the shapes and different ways to create
00:12some custom shapes as well.
00:14To get started, let's look at our scene here.
00:16If you press F5, you will notice we have our background video layer and then we
00:21have this graphic build that's built over top of it, and both of those layers are
00:25locked off, so we can't mess with them, and we're going to add any new shapes to
00:30this new group layer.
00:31Let's go ahead and rename this group layer Shapes.
00:36Now with that set, let's go down to the toolbar and click and hold on the
00:42Rectangle tool, and notice I can create rectangles, circles, or lines.
00:47I want to create a circle. Let's go ahead and choose Circle there.
00:51Now if you go up to View and enable the grid, what you can do is figure out
00:57exactly where the center of the composition is.
00:59See, I like using this because when I create circles I like things to actually
01:04be centered properly.
01:06If you move your cursor right over that center grid and click and drag and hold
01:11down Option as well as Shift, you can scale up this circle, and the center of the
01:18circle will end up in the center of the composition.
01:20Well, in order to see that, I need to grab my Selection tool there, and you
01:25can see it's lined up.
01:26Now if you want to make doubly sure, go to the Inspector and under the
01:30Properties you want to look at the Anchor Point, which it's set to zero, and
01:36zero. And if we go to the Shape here, you can also look at the geometry, and in
01:41here you can see the different control points are actually on zero.
01:46We have done a pretty good job of lining things up.
01:49This circle is actually 158.5 pixels large all the way around.
01:56Now we're actually ready to stylize this circle.
01:59I am going to go back up under my view and turn off the grid.
02:03With the handles visible, obviously, we know what the handles do,
02:07so I am just going to go ahead and hide my handles, and I could leave the square
02:13up there, just so I know that it's selected.
02:17If you go to Style options for the shape, sure enough these styles look very
02:22similar to the text styles.
02:25I didn't show you this in the text section, but if you click under Shape Style,
02:30there are a whole bunch of presets that you can use if you want to actually use
02:36a preset style for your shape.
02:39Now many of these are actually set up to use with the paint engine, so I am not
02:44going to use this for this right now.
02:47What I am going to do is just fill this with a gradient.
02:52When I've chosen Gradient, I want to actually be able to control the start and
02:57the stop of the gradient visually, and in order to be able to do that, you need
03:02to actually use a different tool, the Adjust Item tool.
03:05So click and hold on the Transform tool in the toolbar and go Adjust Item, and
03:10sure enough, now I can see the start and the end point for the gradient and
03:16adjust them visually.
03:18So first thing, I'll move the end point to the outside of the circle right there
03:22on the edge, and just so I can see things a little more clearly, I'll change my
03:26magnification to 100%.
03:28I can bring the center point right down here to the center of the circle, and I
03:35could adjust this accordingly if I wanted to have a linear gradient populate
03:41this circle, but it really doesn't matter where I position the second point, as
03:45long as it's the edge of the circle.
03:47The reason: I want to use not a linear gradient, but I want to actually use a radial gradient.
03:57Expand the options for the Gradient, and go down to Radial, under Type, and
04:03in here now you can see I have a pretty neat radius set up for this gradient to inhabit.
04:11As I'm looking at this, the edges aren't quite lining up.
04:14So if I click and drag, notice I get a snap, and that snap is snapping right to
04:20the edge of the shape.
04:21So let me see if I can get the same thing for the center of the circle, and sure
04:24enough, I can, with those guides.
04:26So now I know that this gradient is centered on the shape I've actually created.
04:31Of course, I can tweak how this gradient looks just by clicking and dragging.
04:39So in order to blend this into the scene a little bit more, I want to actually
04:45adjust the Properties section and change the blend mode of the shape.
04:50Now if I choose Multiply, it's going to go ahead and try and knock out any of the
04:56white pixels, and then any of the darker pixels will fill in.
05:01So you can see, when I've chosen Multiply, I'm getting a slightly different
05:07blend to this circle.
05:09So if I deselect just by clicking anywhere in the Layers panel and press
05:14Shift+Z, you can see how my new shape is looking in regards to the overall
05:20build of this graphic.
05:22Creating shapes and filling their properties with different styles is very much
05:27like adjusting the different styles for type layers.
05:31I can adjust the outline and I can make other adjustments to this shape, but I
05:36want to show you how to create a fully custom shape,
05:39and the easiest way to do that is by using the Bezier tool.
05:43If I go ahead and click on the Bezier tool, I can click once and click again
05:47and click again, and as I just keep clicking and moving, notice I'm getting nice
05:52sharp edges to my custom shape.
05:55So as I do this, I know I'm going to have a sharp shape.
06:00When I move my Bezier tool over the originating point, see how I get that circle?
06:05That's letting me know that that's going to close off this shape, and now I get
06:10this kind of arrow-looking shape.
06:12Once you've created the base geometry for your custom shape, you can go in under
06:17the Geometry area and adjust different things like the roundness of the shape
06:22within those points, as well as the specific points themselves.
06:28This is really nice, because I can go back in and just make sure that things
06:32line up perfectly, precisely by adjusting the mathematics of the overall shape.
06:39The last thing I want to show you about creating shapes is the options you get
06:44when adjusting a line.
06:46So navigate to the Line tool, and if you just click and drag anywhere in the
06:51Canvas, if you hold down Shift as you're dragging, it will snap in 45-degree
06:55increments, and when I let go, now I have a line in the scene.
07:00And notice, when you choose line, instead of having options for a fill under the
07:04Shape Style, you have options for the actual outline itself.
07:08So you can adjust different things like points, start caps, end caps, the first
07:15point offset, the last point offset.
07:17To better illustrate exactly how these joints work, I want to add another point
07:21to this line, and to do that, if you go to the Bezier tool--I can just go ahead
07:26and just click on that--
07:27when I hover over that line, I should be able to actually add an extra point.
07:33Notice when I click it's not really doing that.
07:35So let me undo that.
07:37What I need to do is go in under Edit Points.
07:41Now with that selected, if I hover over the line, check it out.
07:46Now I'm getting the plus symbol,
07:48letting me know I can add a point there.
07:49So notice as I hover over the line, I am getting the Pen tool, but sometimes
07:54it's actually kind of hard to get that.
07:56So if that's being problematic, you can increase the magnification.
08:00I am going to bump mine up to 100.
08:01That way it's a little bit easier to achieve.
08:04Now if you just click on the line, that will add a point, and to be able to see
08:09that point, if you go to Geometry, notice now I have three points.
08:14I notice I'm not seeing that point.
08:16With this tool selected, the Edit Points tool, I should be able to see all the points.
08:22So that's a telltale sign that under my View options, I don't have Handles enabled.
08:27Now I can actually see the points for that line.
08:31And if we use Command+Minus, I can zoom back out, and now I can move this line.
08:37I want to create a rather sharp angle here, and even though the line is
08:41overlapping with this other shape, I want to be able to show you exactly what
08:45these different taps do, as far as the style of this overall shape.
08:50Let's select our Transform tool, so we can get rid of those handles, and I just
08:56want to turn off the lines for a second-- here, let's zoom in--so we can get a
09:01clear look at this curve.
09:03I used the Command+Plus tool to zoom in, and I held the spacebar and clicked and
09:08dragged to quickly grab my handle.
09:11So now that we can clearly see this corner, let's look at the Joint
09:15options. Let's go to Square.
09:17Sure enough, that gives me a stronger point and if we go to Bevel, that sort of
09:22cuts off the point a little bit.
09:24So we could choose Square and you could do the same thing for the start and the
09:30end points as well. Here, let's look back over here.
09:33It's a little easier to see with this one.
09:35I can turn off my handles again, but I don't want to worry about doing that just yet.
09:39Let's go to Square, and you can see that that's cut off. But notice--one
09:45last thing--if your adjusting the end cap or the start cap, there is an
09:50option to have an arrow added to the shape, and I'll show you how that's
09:55really cool a little bit later, but for now I think you get a pretty firm
10:00idea as to how to create shapes and go through some of the different
10:04options under the Shape Styles.
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Using shape behaviors
00:00We're going to build kind of a kaleidoscope, funky animation using shapes
00:06and shape behaviors.
00:08Now when you want to create something that looks pretty complex, all you have
00:11to do is start with a simple object, begin the animation, and then just start layering.
00:17So as you can see in our scene here, we have our background video, our
00:21background texture of circles, and a kind of diamond shape, which is just a
00:26square turned on its axis.
00:29Now, to begin the animation, I just want to use some behaviors from the Library.
00:35So in the Behaviors section of the Library, go to the Shape area, and the one
00:41thing that I want to do is oscillate the shape.
00:44This is what's going to start the animation for our kind of kaleidoscope effect.
00:49So to apply that, since the shape is already selected, just click the Apply button.
00:55If I press the spacebar, we can get a preview of the animation.
01:02Notice with the shape selected, I'm still seeing the bounding box, but I am
01:06getting a pretty good preview of the animation here.
01:09To tweak this, you want to make sure to pay attention to the actual Frames Per
01:13Second, so you can see exactly how fast it's really moving, and you also want to
01:19make sure to select the behavior as you make your adjustments.
01:23That way, you'll be able to see the different parameters in the Inspector.
01:28So I am just going to stop playback for a second here, and I want to
01:31increase the speed.
01:33You can have it oscillate around the point origin, which is right here in the
01:37center, or you can have it oscillate around a specific Line.
01:41I'm just going to leave Point Origin selected.
01:44Notice down here I can choose different parameters for that, but since I want
01:48to create this kind of kaleidoscope effect, this will be perfectly fine.
01:52Increasing the speed, I'm not really getting real-time playback.
01:56So just to make sure I know what I'm looking at, I will move my playhead back to
02:00the beginning and press Command+R to load up a RAM Preview.
02:05Just like with anything else with RAM previews, at any given time, you can just
02:10stop the RAM Preview, and just make note of the area of the Timeline that's
02:14highlighted in green.
02:16That will let you what is most likely going to play back in real time.
02:20So that's much closer to the speed that I was looking for.
02:24So we've already created the first part of our animation.
02:28Now all we have to do is start layering.
02:30So I am going to stop playback for a second here, select my shape, and then hold
02:35down Option as I drag up in the Layers panel.
02:40Now with this duplicate shape, I could adjust the scale just by clicking and
02:44dragging while holding down Shift and Option, so it scales in proportion
02:48around the center point.
02:50For this one, I just want to add a slight feather to the edges.
02:54That looks pretty good. And we can adjust the color a little bit,
02:59so I'll bring the color a little bit more towards this vibrant sort of teal effect.
03:06Just so this stays mirrored with the center point, I'm going to leave the behavior alone.
03:12To add another effect on top of that, let's hold down Option and make a copy
03:17of our larger shape.
03:19Now with this, instead of leaving it as a fill, I will turn off Fill and
03:25just turn on Outline.
03:27Now you can see we are really starting to get some interesting kind of shapes
03:31happening, and just to kind of create a little bit more of that kaleidoscope
03:35flavor, instead of leaving the behavior alone, I am going to go back and
03:40select the behavior in the Behaviors tab, and make sure that I adjust the
03:46phase of this a little bit.
03:49So now this line will actually be out of phase when I began playback again.
03:55Notice how it's kind of leading the animation now, sort of neat.
04:02Just so we have some other shape behaviors, I'll make one more copy by holding
04:09down Option and dragging, and notice when we went to the Outline, instead of
04:13having this Shape icon, we now have a Paintbrush icon.
04:17That's because now, technically, this is painted into the scene.
04:23Now just so we can see a difference between this line and the next one, I will
04:27scale this down again, making sure I hold down Option and Shift.
04:32Now with this scaled down, let's add a different style to this brush.
04:39I can choose Airbrush or I can choose Image.
04:44If we choose Image, look what happens.
04:47There isn't much of a change, but it's going to ask for a Brush Source.
04:51Since I don't really have anything else in this comp, I'd have go to the Finder
04:56to drag something else as a Brush Source.
04:58So instead of using Image, let's just choose Airbrush.
05:02When you choose the Airbrush, the Airbrush is made up of little dots,
05:07so in order to see those dots, what we need to do is adjust the Spacing.
05:11As I increase the Spacing out here a little bit, you can see the dots
05:16that populate the scene.
05:17Let me go ahead and change the magnification up to 100, and now I can see it a little better.
05:22Just to add a different behavior to this, I am going to layer another behavior.
05:27I am going to go back to the Library, and in the Shape behaviors I want to
05:31apply Sequence Paint.
05:33This will automatically animate any parameters through this sequence.
05:39So let's click Apply, and now to sequence this paint I will go to my Inspector.
05:45Under the behaviors, I need to add the parameter I'd like to sequence.
05:50I want the color of this to kind of strobe through,
05:53so under the parameter, I want to choose Color.
05:57And let's change the color to kind of a vibrant green, and I don't want it to go To;
06:04I want it to sequence Through.
06:07So this way it'll start and sequence around the entire shape.
06:13It's hard to see like this,
06:15so what I want to do is increase the number of loops, so that way once it goes
06:20around once, it will continue moving around, and just so I can see this a little
06:24bit better, I do want to change the size of these little paint dabs.
06:31In order to do that, I just increase the width of the brush, and sure enough,
06:37now I can see the green a little bit more.
06:40If we press Shift+Z, we will resize this, and I can go ahead and preview this
06:46just by pressing the spacebar. And as you can see, even though the points are
06:50moving around, that color is strobing through the shape.
06:54Now traditionally, what I would do is continue layering the different elements,
06:59and I probably would've kept a more narrow number of points. But as you can see,
07:06we've already got our kaleidoscope effect created just by manipulating a number
07:12of these small different shapes.
07:16When it comes to applying shape behaviors to different shapes in your project,
07:21understand that whether it's a fill or an outline, you actually can create
07:27different animations because the shape will change from a filled shape, to an
07:31actual paintbrush brushstroke.
07:34And we'll actually cover how to animate paintbrush brushstrokes in
07:38another chapter.
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Creating and adjusting masks
00:00Now we've all been in that situation where your client's come up to you and said,
00:03"Hey, can you cut this out of the background," and you look at them and go, why
00:08didn't you shoot this on green screen?
00:10But you and I both know most of the time when that happens you really don't
00:14have a choice anyway.
00:15So the best thing to do is actually cut out the piece of video using a mask.
00:22I am going to be using kind of an interpretation of a cut-out since the edges of
00:26her hair are so soft and there are so many fine details, there's no possible way
00:32where I'm going to actually create an edge of the mask that actually looks real,
00:36like she's standing over the background.
00:39What I need to do is create kind of a soft interpretation of her being cut out
00:44of the background, and we are actually going to blend that into a graphic and
00:49create an interesting graphic build.
00:51This will be a title card for this person in the scene.
00:54To get started, let's press F5 and view what we have got going on here.
00:59As you can see, we've got our video layer and we have a background graphic.
01:04If I turn on its visibility, you can see it's kind of a bokeh effect.
01:08This was created with a cellular generator, and I am going to show you how this
01:12was created in the Generators chapter, but for now, let's focus on masks.
01:18Just for speed's sake, I am going to turn off this generator for right now and turn
01:23back on the visibility of our video layer.
01:26Since I don't need to use the File Browser for the time being, let's press
01:30Command+1 and hide it so we have a little bit more real estate to work with.
01:34Now to create a mask you need to first make sure you have the proper layer
01:39selected that you want to mask,
01:40so I'm going to select the portrait_ claire layer. And also, you typically want to
01:46start drawing your masks from off the edge of the scene, especially when you
01:51have an image like this where this is a tight crop and she goes off the edges of the image.
01:57So press Command+Minus to zoom out just a little bit here.
02:01As you can see, this piece of video is a little bit larger than our projects,
02:05but I like how this is looking, so I am just going to leave it the way it is,
02:08and grab our Mask tool.
02:10If you notice, it's the rightmost tool out of all the tools on the left side of
02:15the bottom of the interface. And if you click and hold, notice we have a bunch of
02:19different options from rectangle to circle to freehand masks.
02:23The one I want to choose is called a B-Spline Mask.
02:26The reason I want to choose this, it's automatically going to create soft-edge
02:30transitions without having to draw out any Bezier handles to control the shape.
02:36With the B-Spline Mask tool selected, notice as I move my cursor over the canvas,
02:41I can see I have the Pen tool and it's a B-Spline Mask.
02:45That's what that little icon is in the lower-right corner.
02:48If we go ahead and click,
02:49what you want to do is click around the edges of Claire and make sure that you
02:57have enough points to get the kind of detail that you are looking for, but not
03:03so many that it takes absolutely forever to render.
03:07Another reason you want to watch the number of points is the fact that you don't
03:12what to have to add any points later on if the shape became more complex.
03:16See, if you add points, when they go to animate, you'll get this weird kind of
03:20jumping effect, and you definitely don't want to have that.
03:23If you are cutting out something that's a little more complex than what I'm
03:27showing you here, you want to actually start by masking the most complex shape
03:32you can find and then just work forwards and backwards up and down the Timeline,
03:37adjusting where the points are to actually animate your mask.
03:40You can notice I've stopped here, as I was yapping about points and all that stuff,
03:45because I wanted to show how important it is when you get back to the first
03:49point, you want to make sure that the icon changes to that open circle.
03:54That's letting me know that I'm closing off that mask.
03:57So when I click, it's closed off.
04:00Now that I have this rough outline shape I just want to click off of the
04:05B-Spline Mask that's been applied to the video layer just by clicking anywhere
04:09else in the Layers panel.
04:11And here you can see the edge that I've created. This is a little hard edge for
04:15what I'm looking for,
04:17but it's relatively close.
04:19So all I need to do is just select the B-Spline Mask and press Command+3 to
04:23open the Inspector.
04:25In the Mask section here you'll notice I have several different mask controls.
04:31If we go to the Mask blend mode the two most common ones you will want to use
04:35is Add and Subtract.
04:37As you can see, one adds the video, the other subtracts the selection.
04:44Replace and Intersect actually worked if you have more than one mask applied
04:50to your video layer.
04:53Just to show you how to do that, I am going to reselect the video layer and go
04:58back to my B-Spline Mask tool and I'll just add another shape.
05:03Just to kind of show you again, I will mask off this one section here,
05:08again, making sure to close the mask. And notice by default when two masks are
05:13applied, it creates one huge mask.
05:17This is really nice if you have got a complex shape. You could actually create
05:20one shape for one part of the image and another shape for another part and
05:23once the multiple masks are added together, it will look like it was all just
05:27created with one mask.
05:28Let's reselect our first B-Spline Mask and look at the Mask controls.
05:33Change the Mask blend mode from Add to Replace.
05:38Now you notice when you choose Replace it's just going to replace any
05:43subsequent masks below.
05:45If you choose Intersect, it's only going to show you the area of the image that
05:51intersects between the first and the second mask.
05:56So now that you understand how multiple masks work, let's just delete this second
06:01mask by selecting it and pressing Delete.
06:03What we want to do is actually animate this mask.
06:06So to animate it over time, all you have to do is turn on your Automatic
06:11Keyframing by pressing the A key.
06:14With this selected, notice I've automatically got the Adjust Points
06:19tool selected.
06:21All I have to do is literally just reposition the points the way I'd like them
06:26to appear in the scene before I actually start my animation. So, here we go.
06:32I was a little close there.
06:36Now I am cutting a fair amount of the image off, and that's just because I am
06:41going to feather this mask once I'm finished creating the general shape.
06:46That will be the first one. And notice I have a keyframe that's
06:50automatically been created.
06:52If I wanted this to be really precise, I can track this frame by frame by
06:55literally moving one frame down the Timeline each time I hit the arrow key.
07:00But just to give you a general idea, I'm going to move quickly right ahead
07:03to around 1 second.
07:05Since her general shape is the same, rather than clicking on each individual
07:09point, what I am going to do is click on one point and then press Command+A to
07:13select all the points and quickly just move the entire shape over.
07:19And if I did want to tweak some of the different points, I'd just deselect the
07:23mask really quickly by clicking off of it in the Layers panel and then when I go
07:27back and select an individual point, you can see that I can actually control the
07:33overall shape just by adjusting the individual points here.
07:36I am just going to turn that off for now and move down to around two seconds, and
07:45we will move this one more time.
07:46Again, select one point, Command+A, and drag back over. All right!
07:58This is looking pretty close to what I was looking for.
08:02I just want to preview this one section, so I will change the preview range by
08:06pressing Command+Option+O and pressing A to disable our Automatic Keyframing.
08:13Now let's click off of the B-Spline Mask and press the spacebar to preview our mask.
08:21So as you can see I've got a fair amount of drift and to deal with this, I would
08:25have to go in and reposition the playhead and move the mask points accordingly,
08:31but for illustrative purposes, this is good enough for now.
08:34What I want to do is just soften the edge of the mask by selecting the B-Spline
08:38Mask and adjusting the Feather.
08:41You can also adjust the Falloff, which is how quickly the feather starts to
08:45disappear, just by adjusting the Falloff with the slider.
08:50Now we will adjust that to 100%.
08:53You can actually increase the Roundness between the different points if you want
08:58even less detail, but I will just leave that alone.
09:01We have got our basic shape cut out.
09:04Let's see how we can blend it into the background.
09:07If I select my Cellular graphic here and activate it, you notice on this side
09:13it's actually looking pretty darn good.
09:15I bet if I went in and tweaked this other side, I could get something that looks
09:20relatively acceptable, which is really kind of pleasantly surprising.
09:25If you wanted to go for more of an open interpretation, you could select this
09:29video layer and go to the different properties in the Inspector and adjusting
09:33things like the blend mode.
09:34For example, if we chose Lighten, she blends into the background.
09:39I kind of dig what this is doing, other than this large section over her face.
09:44In order to fix this, I am going to select the B-Spline Mask that we've already
09:48animated and hold Option and drag it down to the Cellular graphic.
09:54That way the same mask has been applied to the subsequent layer.
09:59In order to adjust to this a little bit, all I am going to do is, with the mask
10:04selected, I am going to choose the Subtract Blend mode.
10:08I can just go ahead and scale this whole mask down just a little bit, and as you
10:14can see, I am getting kind of a funky blend back into the scene with the colors
10:19adjusting accordingly.
10:20If I really wanted to keep tweaking this, I would duplicate this layer and move
10:24it above the other layer and create more blend modes and adjustments, but I
10:29think you get the general idea.
10:31When it comes to creating animated masks inside Motion it's just as simple as
10:36creating your mask using the same principles we used for creating any shape with
10:40the Bezier points, actually activating Automatic Keyframing in your Timeline.
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Creating masks with objects
00:00When it comes to creating masks using objects in the scene, it's rather simple,
00:05and just a question of drag and drop.
00:07So in this video, we're going to create a mask using the word STUDIO as the source.
00:15And I'm just going to use this to create yet another layer of depth within the scene.
00:20In order to do that, I need to determine exactly what layer it is that I want to
00:25use to fill the mask.
00:28So this background graphics group actually has a fair amount of depth in it, and
00:34I would like to fill the letters with that layer.
00:39So in order to do that, we should duplicate this layer.
00:42Select the GFX layer and press Command+D.
00:45Now that the layer has been duplicated, notice we've got all kinds of craziness
00:49happening here, and that just has to do with the fact that they're a bunch of
00:52blend modes that were used to create this.
00:55And that's perfectly fine because honestly, when we mask the letters, we do want
01:01this kind of really harsh contrast.
01:03So most of the time when you want to create a mask, all you have to do is just
01:08select the layer and then go up under Object and choose Add Image Mask.
01:12Once you've chosen to add the image mask, you'll get a drop well here,
01:17and this drop well will actually turn off the visibility of the graphic that you
01:23originally created, and it's kind of waiting for the mask source.
01:29So I'm going to drag and drop the STUDIO type into that mask as the source.
01:36And if you give it a second, now it's actually created a mask using the
01:41Studio type as the source.
01:43And we're having a hard time seeing what's going on here for a couple of reasons.
01:47First thing, this background graphic is exactly the same as the fill.
01:52So if I turn that off here, you should see the word STUDIO filled with this graphic layer.
01:58Now in order to get the layered effect I'm going for, I need to make some
02:04changes to our mask source.
02:06First thing, I need to disable the drop shadow because I don't really need the
02:11drop shadow in here.
02:13I want the word STUDIO to be really clear and easily legible as it's been cut out.
02:18So with this source here, since I still want the original Studio type, I need to
02:25actually create a duplicate.
02:27So let's select the STUDIO layer and press Command+D to duplicate it.
02:31Now I can rename this one Mask, and that way when I select the mask here, I can
02:40look in the Inspector and see what the Mask Source is, and sure enough, it is
02:45the layer named Mask.
02:46That way I'm not confused as to which layer is doing what.
02:51Now once you've chosen a Mask Source for a layer, understand that it is always
02:58going to reference this layer.
02:59So no matter where I move this layer, it's always going to fill with the Fill
03:05separately from where I move the actual mask.
03:08So notice as I move the mask to the right side, it's only filling with the
03:12purple; and as I move it over with the circles area, now it's filling with the circles.
03:16This is exactly what I want, but I want to make this type larger and get rid
03:21of the drop shadow.
03:22So in the Style section under Text, I'll just scroll down to where we have our Glow--
03:29we can turn that off--and the Drop Shadow. Let's disable the Drop Shadow as well.
03:35Okay. Now we have our clean type layer, and we can just go ahead and scale this up.
03:42I'm holding Shift and Option as I scale it up, and notice the type redraws, so
03:47it's still nice and sharp.
03:49And now when I turn on the visibility of the original STUDIO layer and re-enable
03:56the background graphics layer, you should be able to see our new cutout type in
04:02there with a little bit more depth.
04:05Now anywhere I move this mask, it's going to add that extra little bit of depth.
04:11Now, this is extraordinarily busy for my personal taste, so what I'm going to do
04:16is actually lower the opacity of this cutout.
04:20So here, this is the layer that's masked, and I'll go ahead and select the layer
04:26and if you go to Properties, we can just bring down the Opacity.
04:31And sure enough, it's layered in there.
04:33If you want it to pop more, you can adjust the blend mode just by clicking and
04:38adjusting the blend mode accordingly.
04:41So when it comes to creating masks from other objects, just remember, the
04:45original source layer is always referenced and it is separate from the fill layer.
04:51So as you make adjustments, you want to be conscious and aware of whether
04:54you're making an adjustment to the fill or whether you're making an adjustment
04:58to the Mask Source itself.
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9. Keying Green Screen Footage
Using the keyer to composite green screen footage
00:00There's really nothing more exciting to new designers than the first time you pull a key.
00:05Being able to make a background transparent can really help you create all those
00:08fun effects, with people floating over colorful backgrounds, riding roller
00:13coasters, flying like Superman, you get the idea.
00:16Now if you're a long-time designer, pulling a key may not have been something
00:19you would've look forward to in previous versions of Motion, but I have to say
00:24in Motion 5 the Keyer is nothing short of amazing.
00:28Now before we get started with this project, let's actually see what we're
00:32dealing with. Press F5 to open your Project panel and I'm just going to close
00:36my File Browser by pressing Command+1 here, and you'll notice I have this GS--
00:42green screen--Dancing QuickTime, and then I have these two backgrounds that are just generators.
00:48They are different color solids, which you'll understand why I'm using these in
00:52a little bit once I pull my first key.
00:54Now with the green screen Dancing filter selected, let's go down in our toolbar
01:00and click on Filters.
01:02Notice there is a whole section for Keying, and now all we have to do is go to
01:07Keyer. And it's pretty amazing: the very first time you apply a key with Keyer,
01:12it almost nails the key just about every time.
01:15It's pretty insane.
01:16To look at some of the options with the Keyer,
01:19let's open the Inspector.
01:20Press Command+3 on your keyboard, and you'll notice the Keyer has a couple of
01:25different sections here.
01:26Now by default, the Keyer will automatically pull a key based on whatever color
01:32it sees as most dominant.
01:34So notice there are no settings for green or blue key.
01:38It just looks at the image and then pulls a key.
01:41Now I have two different backgrounds that I like to look at keys with, and
01:46that's just because I found these two colors are pretty good in terms of
01:50contrast when you're trying to see how clean a key is.
01:54Now if you're unfamiliar with exactly what I mean by clean key, let's just
01:58preview things here in a second, and take a look at things.
02:00I'm going to press the spacebar to begin playback, and you will notice okay,
02:05she's dancing around the screen and I'm still not seeing any green.
02:08If you Turn off the Gray layer, now you notice we can see red and if I stop
02:13playback here, you'll notice a couple of things.
02:15First thing, notice it actually keyed up the center of her shirt.
02:19Now we're going to deal with that actually in the next movie using something
02:22called a holdout matte.
02:24Now for this movie, we'll just leave that alone and analyze something a little
02:29harder to deal with, and that's things like hair.
02:32Usually when you shoot something on green screen somebody has hair flying
02:36around and that sort of thing, you really need to make sure that the background--
02:40here if we turn the Keyer off--that the background is nice and solid like this.
02:45The people I've shots this did an excellent job lighting the scene, because you
02:48notice, there's no shadows. It's evenly lit.
02:52It's a really nice situation.
02:54Now, when you first apply the Keyer, it does a great job in Automatic mode.
02:59Now the way that that works is with this Strength parameter. See, if I drag the
03:04Strength parameter all the way to the left, notice the key is gone.
03:08This is how you can actually pull your own individual custom key, and the way we
03:13do that is using the Refine Key section here.
03:16So click on Sample Color and just draw a box over here on the right-hand side of the interface.
03:23Now notice as I draw this box, on this red background I'm seeing all this white
03:28that's going around here.
03:29This is caused by the values of this green being slightly different than the
03:34values that I chose to key.
03:36Now if want to key let's say this and add that to this current key, all
03:41you have to do is hold down Shift and drag another selection area and then
03:46that refines the key.
03:48Now notice the edges of her hair still have this kind of white edge to it, so we
03:52can actually use the Edges selection just by clicking on Edges. And the way this
03:58works, you want to just click and drag over the area that is semitransparent, so
04:03the area that you want to be able to see through.
04:06Now I'm just clicking and dragging and once I let go of my mouse notice I have
04:10the Adjust Items tool automatically selected,
04:12so I can click on the slider and adjust just how strong the transition is
04:18through this area and if I drag it too far to the left, notice it starts
04:21actually keying her out as well.
04:23So I just wanted to key out a little bit of the edges, but not too, too much.
04:29Now if you find that the exposure and your image changes slightly as you move
04:34down the timeline, you can add more keys just by making sure the Keyer is
04:39selected, click on Sample Color, and then click and drag.
04:43See, when I do this, now notice I have jumped to sample, see I've two different
04:49samples because I sampled on one frame here at 03:15 and I sampled on another
04:55frame here at 05:08.
04:59So this is how you can refine your matte as you continue adjusting things.
05:03Now since we've keyed out the background, you'll find as you work you want to
05:08actually be able to view the mask that's being created.
05:12So, if we click on this View option here in the center, you'll see this is the
05:16map that's been created, and then if you click on the right button, this will
05:20always show you your original footage.
05:23Now there are few more settings right here in the top section of the Keyer that
05:27I want to get through, and let's check them out.
05:30This first option here for Fill Holes, it'll be easier to see if you click
05:35on the Matte option.
05:36When you click Fill Holes, see what it's doing? It's actually filling in the
05:41areas that it sees as a hole and as it's filling those holes, it's making the
05:47matte more dense and it's just trying to fix any areas where it's supposed to
05:51actually be keyed out.
05:53Now if we go back to our composite image, notice as I crank this up it's
05:58generating a harder edge for the mask here, it's filling in some of the areas of
06:03her hair that I don't want filled in, and now it's not showing me the green that
06:08used to be there, but it still giving me these light pixels, so we'll leave Fill
06:12Holes deselected for now.
06:14Now the Edge Distance is kind of interesting, because this works in conjunction
06:19with Fill Holes. See, as I drag the Fill Holes parameter here, the Edge Distance
06:25allows me to specify exactly how far from the edge I want this Fill Holes
06:30parameter to fill in.
06:32Now the last thing I want to cover here in this video is Spill Level.
06:37See, if I click on Spill Level and drag, notice I'm starting to see the green come
06:42back into our dancer. Notice the background is still keyed out.
06:47Whenever you shoot anybody on green screen, typically what ends up happening,
06:52there will be a little bit of a green tint that bleeds into whatever it is.
06:57Now with our dancer here, it was just the edge of her skin tone and since I have
07:03a rather rough key applied with the manual key, notice it's given me kind of a
07:08strange effect. But if you ever pull a key and you notice somebody's skin tone
07:12has done this and it's turned kind of magenta, you might want to bring this
07:17Spill Level down a little bit and it should bring the natural tone back in.
07:21Now there are many more options within the Keyer, but we will jump to those
07:26in the next video.
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Refining a key
00:00As I'm sure most of you know, once you pull your initial key of green screen or a
00:05blue screen, there's plenty more work left to be done to actually get that key
00:10acceptable and have a finished polished project.
00:13So if we look at our project here, you'll notice we have our QuickTime file,
00:17which, let's play it back.
00:19You can see it's a dancer here, and she was shot on green screen, and there is a
00:24key filter applied to it.
00:26Let's select the filter and look in the Inspector and you can see it's the Keyer.
00:31And the Keyer is kind of interesting in that it automatically analyzes the image
00:36and determines exactly what color to key out.
00:38Now if we look at the original image by clicking on the right thumbnail in the
00:42View section, you'll notice, yes, it is a green-screen shot, and the default
00:47setting for this filter did automatically key out the green.
00:50Now, as you can see with our hair here, there are some white pixels around the
00:54edge, and a lot of times as I'm making adjustments to a key, yes, I like to keep
00:59motion moving in real time, but also sometimes I like to actually park on a
01:04frame where I can see some specific issues, so as I make adjustments, we'll see
01:09exactly what's happening.
01:11Now, if you're joining me from the last video, Fill Holes, Edge Distance, and
01:15Spill Level might be familiar, but let me just recap really quick.
01:18The Fill Holes starts filling in the tiny holes of a key to try and fix any
01:26areas that may have accidentally been keyed out that shouldn't have been.
01:30Now, this image I think looks pretty good the way it is, so I am going to leave it alone.
01:34Now, Edge Distance just determines how close to the edge this Fill Holes command
01:39will actually fill in.
01:41Now, the one I want you to pay attention to here is Spill Level.
01:43If I drag this back to the left here, you'll notice there's a fair amount of
01:48green that's already in this image.
01:50Now, this happens pretty naturally when you shoot green screen; especially if
01:54somebody is standing a little too close to the background of the green screen,
01:57you'll get a lot of reflection on their skin tones.
02:01Now thankfully, this was shot really well, so we have minor, minor things to deal with.
02:06What you want to do is drag this Spill Level up and to the right until it gets
02:10rid of the green, but you don't want it to unnecessarily start pulling anything
02:13else out from the image.
02:15Invert just literally inverts the key that we have, so it's now keying out her
02:21actual body as opposed to the background.
02:24Now let's look in the Advanced section.
02:27If you open the disclosure triangle, there are two main sections:
02:30Scrub Boxes and Manual.
02:33And typically when you work in the Advanced area, you want to start with making
02:38adjustments to your Scrub Boxes, and if you decide you want to go to the Manual
02:41area, do so, but don't go back and make more adjustments to the Scrub Boxes.
02:46Now, if we look at this wheel here, this box is showing me the main sampling of
02:52green pixels that were used to determine this actual initial key.
02:57Now, if you click on one edge or the other, you can increase the amount of area
03:01that's actually been keyed, and notice as I drag this, you can see right around
03:06the edges here it's actually starting to pull a little bit more of the image and
03:11rolling the edges of that mat in.
03:13It's a very, very subtle adjustment, but basically we're increasing the amount
03:17of variance to the left of that image.
03:20If you decide you want a wider initial selection, you need to go back up and use
03:26Refine Key to manually set the amount of selections.
03:31Now, if you're unfamiliar with how to do that, jump to the previous video--
03:35I covered that pretty well in there.
03:37Now, Manual just gives me a manual control over the sliders for the amount of
03:43luma that we're adjusting with the key.
03:47In this example, I don't need to use Manual, so let's just go back to our Scrub Boxes here.
03:52I want you to understand Rolloff.
03:54We have two settings:
03:55there is the Chroma Rolloff and the Luma Rolloff.
03:58Now, whenever a key is pulled, it's a combination between the actual chrominance
04:03value, which is the color saturation of the image itself, and then there is the
04:08Luma Rolloff, and the luma is the brightness of that color.
04:12So as we're making adjustments to the Rolloff, notice it is kind of adjusting
04:18the edges as well as how much of that image is being keyed, based on the
04:23chrominance or the luminance.
04:26So this just gives you a little bit more finite control over exactly where the
04:32image is getting keyed and how much of it is getting keyed and how soft that
04:36transition is actually happening.
04:38See, as I adjust the Luminance Rolloff, notice here in the Luma graph, the edge
04:44of this curve is getting more and more sharp.
04:47As it gets more sharp, the sharper the transition from the key to the keyed-out
04:53areas are going to be.
04:54So it's going to create a more jagged look to the mask.
04:58So I'll just bring my Luminance Rolloff back over here to the left.
05:02We'll leave these values around 25 and 29 accordingly.
05:06Now we've covered the primary areas of the Keyer that deal with actually pulling
05:10the key, selecting the colors we're going to pull, and knocking that out.
05:16Now, the next area here is the Matte tools.
05:19Now, the Matte tools adjust the matte that's actually generated from the key.
05:24But it is separate.
05:26We're not actually adjusting any of the parameters that have to do with the
05:29color or its saturation.
05:31We're literally just adjusting this matte.
05:34So one of the most common things to adjust is Shrink/Expand.
05:38If I drag to the left, it's going to shrink the mask.
05:40If I drag to the right, it's going to expand our selection here.
05:45So typically you want to have something in the middle.
05:47If anything, probably roll it back a little bit.
05:50When I did that, notice I've made these harsh edges.
05:53So you can adjust that by adjusting the Soften command as well as the Erode command.
06:00Now, Erode is kind of different than softness in that it adjusts how the
06:05transparency increases from the solid portion of the key inward.
06:12Usually what I like to do is use the "if it looks good it is good" and just kind
06:17of click and drag to adjust the Softness and the Erode settings.
06:21Now, it's really important as you make these adjustments to kind of bounce back
06:24and forth between viewing the matte and the composite of our key.
06:29So I'll leave my settings set like this for now, but a lot of times what
06:33you'll end up doing is adjusting one thing, going and adjusting the next
06:36thing, and then coming back.
06:38So we will come back to the Matte tools here in a second.
06:41I want you to look at Spill Suppression.
06:44This is a separate, slightly more refined option for adjusting the Spill controls.
06:50Notice up here we had our Spill Levels in the top of our key section in the
06:57Keyer, but now we have Spill Contrast here, which helps you adjust a couple of things:
07:03Tint, which mixes in the color values of the original image, and the Saturation,
07:11which is obviously how saturated that mix is going to be.
07:14Now, you can adjust the Contrast as far as how much contrast there is between
07:19the actual spilled image and its adjusted counterpart.
07:24So notice as I click here on the white and adjust the Contrast, it's taking the
07:30white areas of the spill and kind of crushing out the green in there.
07:34Now, I know I don't want to make any adjustments in my Spill Contrast, so I'll
07:38reset that back to its original settings.
07:40A lot of times I found my most success by adjusting the Light Wrap.
07:46This is kind of cool. Light Wrap analyzes the background video and mixes that in around the edges
07:53of our keyed footage.
07:55This works extraordinarily well if you're actually trying to mix in the footage
07:59over background video, as opposed to something like this, a solid color.
08:04So if we go to our file browser here, we can navigate in our exercise files, in
08:09the Media folder, under Footage, for green screen.
08:14Here we have some background video footage.
08:16Now, I want to go ahead and superimpose her on the sidewalk.
08:20So we can drag and drop the sidewalk video footage right above our
08:24background red video here.
08:26And now let's go to the Inspector, make sure we have our Keyer selected, and in
08:30the Filter selection go down under Light Wrap.
08:34Now, just crank up the amount of Light Wrap in the image and see what starts to happen.
08:39Notice we crank this all the way up to 50.
08:42We get a very soft look that's moving into the scene.
08:45But if you notice it's actually blending in different colors and areas of the
08:49scene back into our keyed footage.
08:52Now, obviously this amount is a little much, so I'll bring it down to around 16.
08:56But we can also adjust the Intensity as well as the Opacity of this mixture.
09:03So you can really get a nice fine adjustment.
09:06Notice as I drag the intensity down to the left, I'm getting rid of some of
09:12the issues that I had with the white pixels around the edges of her hair and
09:17the edges of her face.
09:19That's because the intensity adjusts the gamma levels to the lightened or
09:24darkened sections of the wrapped edge values around the foreground image.
09:30You can even adjust the blend mode, but for now I like how this is looking so far.
09:36Now, remember how I said we would jump back up to our Matte tools?
09:42I want to do that because I'm still getting this white halo around the hair, and
09:47if we drag on the right side of the image here, notice it's introducing more
09:52white into the image, which is not what I want to do.
09:54So I'll leave the white area set up and reset the black point here, and you
09:59notice now as I do that what it's doing is it's crushing out the black levels of
10:05the matte that's been created.
10:07So if we look at our matte object here, notice as I drag this left and
10:11right, it's kind of hard to see, but you can see it more here along the edges of our logo.
10:17What it's doing, it's taking anything that's gray and making it more and more black.
10:22Now, what this is also doing is allowing me to kind of cut out some of those
10:27problem areas in the edges of her hair.
10:30And if we adjust the gray levels, it's also going to make an adjustment.
10:34Let's go ahead and drag that up to the right, and here you notice now I'm
10:39starting to get rid of some of that white along the edge of her hair.
10:44So now that I've adjusted the matte and gone through all of the different
10:48adjustments within the Advanced options for the Keyer, the only thing that's
10:53really left to do is actually match back the color of the image and deal with
10:58creating a holdout mask.
11:00So that pretty much wraps up our quick tour of the Advanced options for
11:05the Keyer.
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Using masks to refine a green screen composite
00:00In working with green-screen footage you'll find that there will be plenty of
00:04occasions where you'll need to actually use masks to aid in the process of
00:09cutting out your subject from its background.
00:12Now I want you to understand there are two different kinds of masks that you can
00:16create to help with this process.
00:19In this example here, you can see we've got our subject and a beautifully lit
00:25green-screen background and if we press the spacebar, we can see that
00:31it's an interview and she's talking, but she's not jumping around the screen
00:34or anything like that.
00:36If you look over on the side, you can still see part of the studio.
00:40This is quite common. A lot of times
00:42you may not have the time, the space, or the budget to actually have somebody rent
00:47a full-screen green-screen studio, but that's perfectly fine.
00:52As long as you can get a piece of green that's just large enough to fit behind
00:56your subject, you can pull a beautiful green screen in Motion and actually use
01:01masks to create something called a garbage mask, which is the first out of the
01:06two kind of masks I want you to learn about.
01:08So first thing, let's go ahead and key her out of the background. Select the
01:13Video layer and go to the Library.
01:15See in Motion when you're going to be combining keys as well as masks, you want
01:20to make sure to apply the Keyer and adjust the Key settings first before you add your masks.
01:26It's just how Motion processes things, and it's the recommended workflow.
01:30So I'm going to take the Keyer and drag and drop it right onto this piece of
01:34footage, and sure enough she is keyed out of the background.
01:37Now we can see all of our other footage that's moving around, so I'm just going
01:42to turn off the footage that we have from the other day. And I'll leave this
01:46background on for now, but obviously you can see you know we could put whatever
01:50background want in here.
01:51Now I could go through the Key settings and make adjustments like we've gone
01:56through extensively in the previous videos, but this is about masks, so let's
02:00add a mask to this clip.
02:03Now before we do that, I want you to select the video layer and then come down
02:08to your toolbar. Just to the left of the timing window choose Rectangle Mask.
02:12Now you could choose any of these masks, but since she's not really moving
02:16around, you can just use a simple rectangle mask.
02:19Make sure to draw a rectangle large enough around the subject, so as she
02:24continues to move, she's not going to get cut off by the edge of the mask.
02:28So when I let go here now you'll notice the edge of that mask is cutting off the
02:35extra piece of studio that was there.
02:37So if we press play, you'll notice she's moving right along, and we don't have
02:43that extra piece of studio.
02:45Now if I select the footage here, you notice it disappear just because the
02:49length of her clip was only four seconds and the length of the entire compose
02:53a little bit longer.
02:54So before we move on, let me show you what would happen
02:57if we actually turn off the key. See when I turn off the key, only the area that
03:03I drew with a mask is now visible in the scene.
03:07So even though I applied the key first, it really doesn't matter because the
03:10mask is cutting off a section of the image and the key is cutting off a section
03:15of the image and they're both completely independent of each other.
03:19So if I wanted to, I could actually keyframe the position of this mask, or I
03:25could apply this filter to another clip that we shot with this person, but you
03:32get the general idea.
03:33Now that's how we create a garbage mask, but let's turn this Video layer off by
03:39a collapsing the layer and turn off its visibility.
03:42I want to turn on this next layer here.
03:44Now you may recognize this from the previous videos.
03:47If we go and scrub with our playhead here, you'll notice there's a large section
03:51that's missing out of the key.
03:54So if we open the disclosure triangle for the video layer and disable the
03:58green-screen key, you'll notice her T-shirt did originally have a big green circle on it.
04:04Now obviously, if you know you're going to be shooting somebody on green screen,
04:07you want to make sure that they don't wear any green articles, but as everybody
04:10knows, more often than not things typically don't quite happen the way you are
04:14expecting during a production, so sometimes you'll have to "fix it in post." So let's do that.
04:22Enable the Keyer, and now if we go down to our Mask tools, go ahead and choose
04:27Circle Mask and make sure we have her video layer selected and just draw a
04:33circle mask. And actually, I'm sorry, I should have selected this first and then
04:37gone down to grab the mask, but you can see now we've got the video layer
04:40selected and our Mask tool selected.
04:42So if we click and drag, you'll notice, well, the mask has cut or out, and that's
04:48not exactly what we want to do, so let's go to Mask settings in the Inspector
04:53and change the blend mode from Add to Subtract, and that's still not what we want to do.
04:58We could try Replace and Intersect, but really those are designed to function
05:03when you have more than one mask on an object and since the key isn't a mask,
05:08these won't work either.
05:09So what you need to do to create a holdout mask--okay, this is the second kind
05:14of mask that we're to be talking about-- what we need to do is actually start by
05:19deleting this mask--
05:20okay so we've our original video footage--and duplicating this keyed footage.
05:25So with it selected just press Command+D under keyboard to duplicate that layer.
05:30Now we can delete the key off of this upper layer just by selecting the Keyer
05:35filter and pressing Delete in the Layers tab, and now we can go down and grab our
05:41Mask tool can create a circle mask around our logo.
05:45I'm just going to go ahead and click and drag to draw the circle, and now check this out.
05:49It works perfectly, because this video layer now is only this one circle.
05:55See if I solo this layer by pressing Ctrl+S, you'll notice the mask is cutting
06:00out this one area, but since it's over top of this other layer, if I press
06:05Ctrl+S, you'll notice this layer has the key on it and we have our holdout
06:11mask on the layer above.
06:12So obviously this is moving footage, so if I press the spacebar to try and
06:16play, you notice this isn't quite working, what you need to do is animate the
06:22mask, so if we move our playhead back to kind of where we created the original mask, here we go,
06:29we can animate the mask by selecting the mask itself,
06:33going down to our Transform tool, and make sure we have Edit Points selected.
06:38Now with Edit Points selected press A on your keyboard to turn on
06:41automatic keyframing.
06:43Now just click on one of points to set your first keyframe for the control points.
06:48Notice how it automatically created the keyframe here.
06:52Now to be very precise, what you can do is actually move up and down the
06:56timeline. So I'm using my right arrow to move down the timeline. So I'm just
07:01going to keep clicking until I know this mask isn't working.
07:04So now I'll just move this control point over and adjust the mask
07:09accordingly. So if I use my arrow keys to move back through, you notice now
07:14the mask is tracking along.
07:16This process is actually called rotoscoping where you're going in and cutting
07:20out a specific area of an image, but since we're using this as a mask on the
07:25duplicated layer, we are rotoscoping a mask to create a holdout mask.
07:31So when you go to create your masks combined with keyers, just pay special
07:37attention so you can determine whether or not you want to create a garbage mask
07:42or whether you want to create a holdout mask. And by all means, if you think you're
07:47going to be animating your masks, make sure to pay attention to whether you have
07:52Automatic Keyframing turned on.
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Color-correcting elements to match within a green screen composite
00:01Now if you're joining me from the previous video, you'll recognize what's going
00:04on here, but just in case you jumped right to this part, I want to kind of
00:08explain what's happening.
00:09We have a dancer who has been keyed off of a green screen and in addition to
00:17that, after the initial green-screen key, notice the green in her shirt was
00:22popping out, so we had to create a holdout matte to do that.
00:26So if you have interest in any of that stuff, jump back in the chapter and watch some of
00:31those, but we're going to continue on from here.
00:34Now I want to just stop for a second and explain something.
00:37First thing, the play range is really short because I've only done the holdout
00:41matte just for that one little section. But second thing, in general if you know
00:46you're trying to match something into the background of a scene, you want to pay
00:51attention to a couple of things first.
00:54First thing, that scene that you're shooting for, you want to make sure in the
00:58studio to try and emulate those colors as best you can. Also if you can shoot it
01:03with the same camera, that would be great, but as everybody who is watching this
01:07knows, optimum situations never ever really seem to always happen, so you need
01:12to be ready to be able to pull some tricks out of your bag and see if you can
01:17get things to be a little closer.
01:19So if we're looking at our scene right now, we have a pretty decent key going on,
01:24and we have our dancer in the foreground. It looks kind of like she is dancing on the
01:28sidewalk, but if you look in the scene here, you'll notice that things are kind
01:33of soft and it's sort of sunset-esque and she's way too saturated.
01:39Yes, I could continue tweaking the green-screen key and you know double check
01:44the edges and do all kinds of other things, but like I said, we're just color-
01:47correcting right now, so let's select her and to color correct, let's go the Library.
01:54There is a filter that I use to get things close really, really quickly and
01:59it's kind of a fast-and-dirty trick. If you go to Color Corrections, there is a
02:04filter called Colorize.
02:06Now if you just drag and drop this right onto our dancer, first thing you'll
02:10notice: the holdout mask. I'm just going to turn that layer off for now.
02:14Once we get our colors set then we can just copy those filters to the holdout.
02:18Now when you just apply this, it makes it look like back in the day dancer or
02:22whatever. I want to change this by adjusting the Remap parameters.
02:27Now the reason I like using this; when you have a scene that's tinted with a
02:32color, black usually isn't black and white usually isn't 100% white.
02:38I mean yes, in certain areas things are white, but all in all there is
02:41generally a tint to the scene.
02:43So using Colorize allows me to pass that tint through the different luminance
02:49levels of the image with both black and white.
02:52Let's grab this little eyedropper here for black and choose an area of the
02:57scene more down here.
02:59I'm not going to choose the black right here because that is pretty dark. I want
03:03to choose some kind of black that has a slight tint to it.
03:07So if I come down, maybe the edge of this guy shoe. When I click on that it's not very black.
03:12Let me zoom in here, Command+Plus. There we go, that's a little darker. It's kind of
03:18tinting it brown, but that's okay. We want to get relatively close.
03:21Now for the white I'm going to choose something a little more gold, so I'm
03:26actually going to click up here in the trees and just sort of really accentuate
03:31what's going on here.
03:33Now with those two things selected, it still doesn't look anything close to what it
03:38needs to, but if you crank the Intensity down notice things are started to look
03:43a bit better and if you bring the Mix down, you'll mix in the background video
03:48layer just a little bit.
03:49So you can adjust the Intensity and the Mix and now all of the sudden--let's
03:55look at what we have--if I turn off the correction she's all saturated and pops
04:00out of the background, but if I turn it back on, she's definitely more muted
04:04into the scene. Like I said before, I can keep going back and adjusting the key
04:08and edge wrap and that sort of thing, but all in all I'm getting a relatively good tint.
04:14There is another way to help blend things into the background, and that's taking
04:19into account the focus.
04:21So if we look at what's going on here, everything is a little bit soft. Even
04:26these leaves over here are little soft. So I'm going to select her video layer and
04:31go to my Library, and this time instead of Color Correction,
04:34let's go to Blur. And instead of just doing a traditional Gaussian Blur,
04:39I'm going to choose Defocus.
04:40See, Defocus will blur her out a little bit more like a traditional camera
04:47would blur something out.
04:48So of course in the Inspector we want to go back and bring this amount down
04:52exponentially, but if we bring it down you'll notice now as we kind of look
04:58at things it's looking a little more natural and she starting to blend into the scene.
05:02Now let's turn our holdout matte back on.
05:05Now I'm just going to press Command+1 twice to close the browser, so I can show
05:10you the exact filter that we are copying:
05:13Defocus and Colorize. If you hold down Option with both of those filter
05:18selected and drag up, you can apply both of those filters to the holdout mask video as well.
05:25So now things are getting very, very close.
05:29There's one other thing you can do to help blend things into a background, and
05:33this is a little-known trick that a lot of compositing artists do, and that's
05:38actually introducing grain back into the scene as a hole, because that is yet
05:45another consideration. Even if you're shooting digitally, when you have your ISO
05:49set at a higher level, it introduces noise back into the image.
05:54To stimulate that a little bit, we'll select our main group here, and you'll
06:00notice that group contains both the dancer and the background.
06:04So if we go to our Filters, we can click and go to Stylize and choose Add Noise.
06:11And again, much like many other things, the default settings are not quite doing it.
06:16So press Command+3 to open up the Inspector and in the Filters here, let's first
06:22change this from Color to Monochrome, because I don't want to introduce any new
06:27color into here. And by all means, that's decrease the Amount, so it's
06:32significantly less in the seeing.
06:34Now you can choose White Noise or Gaussian Noise or Blue Noise.
06:39Let's choose Film Grain Gaussian Noise.
06:42It's set to Autoanimate.
06:44You can adjust the Mix by bringing this up or down. It's very subtle. But let's
06:49see what's going on. I'm going to press F8 to show you full screen, and we'll
06:56preview this first one second. And as you can see, yeah, it's not quite perfect,
07:03but it's definitely infinitely better from where we were, and with the noise
07:08added back into the scene it's definitely helped things.
07:11So just to show you the before and after, let's open our Layers panel and open
07:16our Dancer group and just turn off the Colorizer and the Defocus and the Add
07:23Noise and as you can see, relatively quickly we have definitely made quite a
07:29difference just by using a couple of filters and taking a second to analyze
07:34the scene.
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10. Using Advanced Creation Tools
Understanding generators
00:01One of the hardest things about any type of design, whether it's motion design
00:05or still graphic design, you still end up starting with this kind of
00:10intimidating blank canvas, and sometimes it gets even worse when you are
00:16talking about motion design, because you have so many options, from moving
00:21video to still images,
00:24you can adjust timing, colors, composition.
00:27You can sync things to audio.
00:29You get the general idea.
00:30Now one of the things that generators are actually great for is giving you a starting point.
00:35So to show you some of the generators, go to the Library section. And again, much
00:41like filters, you'll see there are two different sections.
00:44There are Generators which have a color bar icon and an Image Units which
00:48have the color bar icon.
00:50They're both Generators;
00:52it's just the Image Unit ones are built off of the core animation technology
00:57built into Mac OS X. Okay.
01:00So let's go to Generators here, and I'll just show you some of the basic things
01:05that you can create with a generator.
01:07One of the most basic things out there is a color solid.
01:11Rather than having to go to Shape tool and zooming out in your canvas and
01:17trying to click perfectly right on the edge to create a shape that matches the size of the comp,
01:22if you just choose Color Solid and click Apply, boom,
01:25you've just created a solid layer that, if you go to the Inspector, you'll
01:29notice matches perfectly the size of the composition.
01:33Now by all means, we can adjust the scale of that solid, and we can keyframe that
01:39adjustment, and we can even adjust the color and keyframe the adjustments of the
01:44color. But as you see here a generator just creates a graphic.
01:50Now, Color Solid is probably the most basic generator.
01:55If we go back to our Library here, another one that's very common is Gradient.
02:00It's just like the solid except you also have grading controls.
02:04Now, I'm not going to show you that, because that's kind of boring based on some
02:08of the other things that we could create.
02:11If you look at Cellular, this is probably one of my favorite generators out there.
02:15If you go ahead and click Apply, that will add it to the scene.
02:19Now open up your Inspector, and let's look at some of the options. And it looks
02:24kind of boring so far.
02:25All we have are the Height, Width, Aspect Ratio, the Size, but we do have a
02:30Speed option and there is an option for adjusting the gradient.
02:34Well, press Shift+Z so we can see things a little better here, and let's hide our
02:40Layers panel by pressing F5 and press the spacebar so we can see our animation.
02:46Now it looks a little boring just because of these little marching ants, but we
02:52can definitely stylize list by adjusting the gradient.
02:56Now I am just going to choose a preset gradient by clicking under Save Gradient,
02:59and let's choose this Desert Sun Gradient option. You notice it's a transition
03:05from orange to yellow.
03:07Now I know you are thinking to yourself,
03:09well, how am I going to use this and what is this going to do for me?
03:13Yeah, you can layer it in and adjust the blend modes to try and mix it into the
03:17background, but really you can get some pretty interesting effects with a
03:22generator if you just sort of play with it a bit.
03:25So to do that let's adjust the width of this by clicking in the Width slider and
03:31dragging it down to around 45 points.
03:35Now since we've adjusted the width of the Generator, I am going to go back to the
03:39Properties for this layer as a whole, And under Scale I'm going to just X Scale
03:46out just by clicking and dragging.
03:48Now, all of a sudden you notice this is taking on a slightly different
03:53look, don't you think?
03:54If I press the spacebar here, now you will notice I am getting this kind of cool
03:59flowing effect, and this was created out of nothing, just by using a generator.
04:06So I am going to stop playback for second to jump back to the Library.
04:08I want you to look at some of the other options that are in here, and you can
04:14see that you can create all different kinds of effects just by choosing
04:19different generators.
04:20Personally, one of my favorites is this Concentric Shape one,
04:23if you click Apply here.
04:25If we go to the Inspector, you notice we have a lot of different controls here
04:30and all of these are fully animatable with keyframes.
04:33So if I want to send somebody into a trance or create kind of a funky
04:38Batman-style transition, I could just keyframe the animation of this
04:43specific generator.
04:45But as you can see, when it comes to creating graphics out of nothing generators
04:50are always a good place to start.
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Applying text generators
00:00Now there are a number of great generators that are perfect for creating
00:04stylized, ready-to-go motion graphics, and a lot of those just create graphics,
00:11but a couple of those actually create things you can actually edit with, and what
00:16I am talking about are the text generators.
00:19So in this graphic that we are building here, we are just making reference to
00:24how long dancers have to typically work in the studio,
00:28and to show that we are going to represent different methods of time, and we will
00:32easily animate those using the text generators.
00:35So if you jump to the Library, in the Generator section, I want you to go to the
00:40Text Generators folder over here on the right, and notice the icon for any text
00:45generator has a T over top of the color bars.
00:49Now just like any other generator, when you select it, you'll get a
00:53description up here.
00:54So I just wanted to draw your attention to the File text generator because this
00:59is really helpful when you got text from, I don't know, a client and you want to
01:05integrate that on the screen
01:07you can literally just have Motion reference that text document.
01:12But the three we are going to focus on right now are Numbers, Date and Time, and
01:16Timecode, because all of these can be easily used in just about anybody's
01:21day-to-day productions.
01:23Now in order to apply Numbers, let's just drag and drop the generator right up
01:28here in the top of my text group, okay.
01:33Now I'd like this number to be significantly larger, so after we drag that in,
01:37let's go ahead and increase the scale.
01:41And notice I accidentally clicked on the rotation there, so I will click on the
01:45other corner, making sure to hold down Shift as I scale this up, and I can bring
01:50this back down here.
01:52Now one of the interesting things, my playhead was parked right at the end of my composition,
01:57so when I drop the time in, it actually had the largest number.
02:00If we move our playhead back to the beginning, check this out:
02:04it actually does one number per frame.
02:07So already it's animated, and we haven't even had to make any adjustments.
02:12Let's just stop playback for a second.
02:14If you notice here, we can actually specify what number to start with and
02:19what number to end with.
02:21You can create different options, like decimal points or a minimum number of digits.
02:26So let's say we want to have a minimum of three digits.
02:30This way it starts from 001. Okay.
02:34You can obviously change Random and adjust the Hold Frames.
02:39So you can have a hold on specific frames. All right!
02:44So that's the Numbers generator, pretty straightforward.
02:48Now you can adjust this for Currency, Percent. Scientific is kind of interesting.
02:55It gives you scientific notation.
02:57You can have it spell out the numbers.
03:00This is really cool, 1, 2, 3, 4, 5.
03:01For all you type people out there, that's really kind of a fun one.
03:06You get the general idea.
03:08The Numbers generator is a lot deeper than it appears at the surface.
03:13So I'll just delete that generator for right now, and let's jump back to the Library.
03:20Date and Time is pretty straightforward as well.
03:22If we just drag that up into our layers here, you'll notice I have full options
03:28to make adjustments to the date and time.
03:31Now I can check Animate and it will actually start animating through the time.
03:37This is a great way to actually denote the passage of time if you're doing like
03:42a documentary or something else like that.
03:44You obviously have the same level of control that you had with the previous text
03:49generator ,where you can specify very important things like hours, days, months.
03:55You get the general idea.
03:56You can have a countdown through a myriad of different formats.
04:00You can even adjust the language.
04:03Now, that all depends if you have the Language pack installed, but you know
04:07that's usually installed by default.
04:09So that's the Date and Time generator. The last one I want to show you, which is
04:14kind of important, is this Timecode generator.
04:17See, when you add this to your composition this can actually allow you to create
04:22a burning for your projects. Imagine that, a burning.
04:25Now, as I drag through the comp, you notice it's defaulting to 0, 4, 0, et cetera, et cetera.
04:33Now if you go to the Project Properties in your composition, you notice that you
04:39can actually specify a start timecode for the comp.
04:44So let's say I know this piece of footage was shot on a tape that started at 5.
04:50Well, notice when I adjust the Start Timecode here, it actually adjusts
04:57the generator there.
04:59So this is a great, very easy, fast way of adding timecode window burn back into your footage.
05:06Just drag it and drop it right onto the footage and as long as you have the
05:10start time for your project setup properly, your timecode will match perfectly well.
05:16Now you can adjust how much of the timecode you want to display, as well as the timecode base.
05:25So obviously, by default it sets up the current project, but you could choose whatever.
05:30So as you can see, when it comes to creating type using text generators, they are
05:37actually a lot more advanced then they appear on the surface.
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Creating particle systems
00:00With Motion's real-time playback engine, creating particle systems can actually
00:04be a really fun experience.
00:07So if you're unfamiliar with particle systems, let's go ahead and build one so
00:11you can understand what I'm talking about.
00:13Now open the Layers panel if it's not already open, and I want you to look at
00:19this background, I just input a still as reference for our particle system.
00:25See, most of time as you build particle systems it can be rather processor
00:29intensive. A lot of times I'll just export a still referenced for my
00:34background, so I can make sure that colors and everything are matching, and
00:37then I can import my animated Motion particles into my finish animated comp
00:44once I have things set up.
00:46To get started with our system, let's select our background layer, lock it off,
00:51and just create a new layer that we can put our particles in.
00:55Now if you go to the Library, under Particle Emitters you can see there are all
01:00kinds of presets, so just see you get a feel for what we can create with
01:06particle systems, check this out.
01:08You can create really nice flowing complex graphics by using particle systems,
01:15and a lot of times I like to use things that add depth to my scene.
01:19So if we look at our reference background image, you can see that I've got
01:25something that has kind of playful colors, even though they are muted back a
01:28little bit, but it is still kind of flat, even though I do have some shading on
01:33the circles and stuff.
01:35In order to add depth, I'm going to add a kind of playful particle system.
01:40So rather than using one of these presets, we'll go ahead and start from scratch.
01:47Now if you go in the Library down to this folder, third from the bottom, content,
01:54you may notice in the subfolders here there is an option for Particle Images.
02:00In here these are little PNG files that you can use to actually create your
02:05particle animations.
02:07So if we look at these different files, you can see they all look slightly
02:12differently, and they're really small, see, 87x101. And these are ping files, so they
02:18are way less than a megabyte.
02:20Now I want to create something that looks kind of like sparks, so I'm going to
02:24scroll down here and see if I can find anything. And rather than making you wait
02:29as I scroll, let's just click on the search field and start typing spark. Okay great.
02:36So I can click through here and check out all the different sparks that are
02:39available, but I know the one that I'm looking for is Spark11.
02:44So let's just add this to the scene by dragging and dropping it right up
02:47into our group layer.
02:49Now since this is rather tiny, it's sort of hard to see when we have the
02:54layer selected, so let's just deselect the layer, and there you can see how it's appearing.
03:01Now as I'm looking at this--let's zoom in here--as I'm looking, I can see there is
03:05kind of a dark halo around this, so I just want to check the media settings.
03:10If you right-click on your particle image and go to Reveal Source Media, under
03:16Media over here you can look at the Alpha Type and this is set to Straight, but
03:22I can see kind of these black edges, so what I want to do is look at
03:26pre-multiplied black and boom, sure enough, you can see, there is the nice bright
03:31image that I was looking for.
03:33So sometimes even though an items in the Library, you may need to go ahead and
03:39change how its alpha channel is interpreted.
03:42Now to actually create a particle system from any graphic element, what you
03:47have to do is select that element--and I'm just going to press Shift+Z to resize
03:51my canvas so you can see what's going on here. But with the elements selected, if
03:55you come down to the lower-right side of your toolbar, there is a Particle Emitter button.
04:01It's the second one from the right.
04:03If you go ahead and click that, you'll notice not many changes. That's just because
04:08the playhead's right here at the start of our comp.
04:11Now most of the time when I create particle systems I let Motion play back in
04:16real time, but do to how we're recording this I may start and stop a fair
04:20amount. So I encourage you to get working by leaving Motion playing
04:25back as you're making our adjustments.
04:28So let's get started by pressing the spacebar, just so we can see what's going on.
04:32Now I see pretty easily that this is creating this explosion of little sparkles.
04:38Now I am just going to stop playback back here, so I have a fair amount of the
04:42particles on the scene.
04:43Now most of the time when you adjust particles you want to get started by making
04:48your adjustments in the HUD.
04:50See in here I can adjust the Birth Rate, which is how many particles come
04:55out every second, or I can adjust the Life, which is how long each
04:59individual particle lives.
05:01We can adjust Scale, okay, these are the overall scale of the particles.
05:06So let's actually bring this down quite a bit because I just want nice little
05:10tiny sparkles moving throughout my scene.
05:13Now Emission Range, if you click and drag, notice now I'm getting some adjustment
05:19in the graphic here of the HUD.
05:22If I just drag the edge of this, I can control how this is actually going to be
05:27emitted from that point.
05:30Now there are plenty more particle system controls.
05:33If you click on I button, that'll go ahead and open the Inspector.
05:37You can see there are a bunch of other settings for adjusting your particle
05:41systems, but this movie was about creating them and as you can see, we've already
05:46created our first particle system.
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Making adjustments to a particle system
00:01Creating a particle system is just the first step.
00:04It's really the adjustment of the particle system that'll give you that nice
00:08fine-tuned animation.
00:10So if you look at our project here, we have a particle emitter--that's this icon right
00:15here--and then underneath we have what's called a particle cell.
00:19Now, an emitter can have multiple particle cells within the emitter itself,
00:25but I'm just going to start with this one particle for now.
00:29As we make adjustments to the emitter, it will change how these particles appear
00:33in the scene, quite drastically.
00:35So typically, once I create an initial particle system, the first thing I
00:40adjust is its shape.
00:42So you can emit particles from points, lines, rectangles, circles. Burst is kind of cool.
00:50It creates--here, let me drag back to the beginning here, so you can see--it's got
00:55three arms that kind of pop out of it.
00:57If you want to actually see what an emitter looks like, you need to use
01:01the Adjust Item tool.
01:03So click and hold on your Transform tool, go to Adjust Item, and this will
01:07actually show you the emitter that you are adjusting as we go ahead and kind of
01:12click through the different things.
01:14Now, if you had your own custom Bezier curve that you wanted to use, you could
01:19use Geometry, or you could actually emit particles from an image.
01:24Now, for this example, I want to just choose a line.
01:27Since I'd already have the Adjust Item tool selected, I can just click on the
01:31different end points and drag them visually right here in my Canvas.
01:37Now, I wanted to have this line move kind of straight through the center of the scene.
01:40Let me move it down, so it's kind of going straight through the center of our circles.
01:45And if you really need fine-tuning for where these points are, under the Emitter
01:49options, notice once we switch to Line, there is a place where you can actually
01:54type in the Start Point and End Point, X, Y values for the emitter.
01:59Now, I'm not going to jump into 3D emitters just yet.
02:02We'll get to that in the 3D chapter.
02:04What we do want to pay attention to is the Emission Angle and the Emission Range.
02:09Now, in the Inspector you can choose to make the adjustments to this just by
02:13clicking and dragging or use the HUD.
02:16If you press F7, the HUD, you'll get a graphic interface that allows you to
02:21kind of create the direction visually.
02:25So as I click through here, I'm looking at this, and let's preview the animation.
02:31Okay, that's definitely a little bit more like what I was thinking about.
02:33Let me stop playback here for a second.
02:36Like I said in the previous video, the way I'm recording this, I may start and
02:39stop the animation, but I really encourage you to continue leaving the particles
02:44playing back as you're making the adjustments, because you will be able to tweak
02:47your animation that much faster.
02:49Now, instead of adjusting the Birth Rate down, I'm actually going to adjust the
02:54Life down here a little bit because I don't want the particles to live too long
02:59as they go shooting off the screen.
03:01One of the things you can also adjust, we've seen Birth Rate and Life, but you
03:06can also adjust the randomness, so it's not a constant emission of particles.
03:11Now, just so we can see this more clearly, I am going to crank up the Birth Rate
03:15here just a little bit, and let's look at the Speed option.
03:20If we bring the Speed down, now notice we're getting that sort of tight
03:24cluster of emissions.
03:26This is definitely what I was looking for, both visually and in terms of the motion.
03:31I don't like how consistent this is,
03:33so I will adjust the Speed Randomness.
03:36That's going to break things up a little bit and give me slow particles
03:40and faster particles.
03:42I kind of like how this is working, but I would like to sort of tweak it just a
03:47little more, but we'll get to that in a little bit.
03:49Let's look at some of the other options.
03:52There's Speed, Speed Randomness. Angle is kind of fun.
03:56You can actually adjust the angle of the particles.
03:59Now, since these are so small, you're not going to notice that too much.
04:03But if I adjusted the Spin, it would make each individual particle spin. And you
04:07get it, with the Randomness you can make adjustments accordingly.
04:11Now, Color Mode and Opacity, this is going to function just like adjusting the
04:17gradients in a gradient shape.
04:20So let's choose a Color Mode for Over Life.
04:23This is kind of cool because it'll allow you to adjust how the particles change
04:28colors over its life.
04:31So notice once I change that, if we open up the Color Over Life option, here is
04:36that familiar Gradient Adjustment tool.
04:39So let's say I want these to be born a vibrant yellow, and as it dies off, I
04:44want it to die off to a more purply color.
04:47Let me go back and just adjust this yellow a little bit more so it's not so dark.
04:52There we go!
04:54If we check our playback here, you can actually see what's going on.
04:59Now, this is sort of working, but sometimes it makes sense to actually
05:04start with a preset.
05:06Let's actually delete this.
05:08I'm just going to select both the particle emitter and its particle cell and
05:13the source particle itself and press Delete.
05:15What I want to do is go to the Library and use one of the presets.
05:20So let's go to Particle Emitters, and in here under Sparkles, the one that we
05:26want to use is down here: Weightless Spark.
05:30See how these are flowing out kind of slowly, and I'm getting this really neat
05:34sort of flow to the particles?
05:36I want to use that for this line.
05:40Let's choose Weightless Spark and just drag it right up into our Group right
05:45here, above our background layer.
05:47I'm immediately seeing something in the scene because my playhead is here at the end.
05:51If we move back to the beginning, notice you wouldn't see anything.
05:54So down here at the end I want to change the emitter itself.
05:58I'm pretty sure we already know how to do that, because I showed you this just a few minutes ago.
06:03In the Inspector, under the Emitter, change the Shape to Line.
06:07Once it's changed to Line, you guessed it, we have to go choose the Adjust Item
06:12tool. Bring that right back here across the Line, and I'll click on the other
06:17point and bring it back over to the right.
06:20Okay, so it's starting to look a little bit better.
06:22We can definitely change the Emission Angle as well as the Range, just so
06:29it kind of emits from a larger range and I get things spaced out a little bit more.
06:35By all means, you can go through and continue to make adjustments.
06:40But this is pretty darn close to what I was looking for.
06:42One last thing I'm going to tell you about adjusting particle systems:
06:47definitely use the presets in the Library, because you'll want to look at
06:51what they've actually done to build those particle systems. Because if you
06:55notice when we select the particle cell here, there are actually three behaviors applied.
07:01So I'm just going to hide my File Browser and Library for now just by pressing
07:05Command+1 twice, and check it out.
07:08You can see there's a Random Motion behavior, Gravity applied, and even Scale Over Life.
07:14These have a great effect on creating this more flowing particle build.
07:20Once again, I encourage you to go to the Library and start with the presets.
07:25When you get comfortable adjusting the presets then go back and start creating
07:30your own particle systems.
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Using particle behaviors
00:00Now if you're joining me from the last video, you may recognize this particle system.
00:04I just went ahead and deleted the particle behaviors that were applied so I
00:09could kind of take you through the thought process of adding behaviors to particle systems.
00:15So, press the spacebar and let's watch our animation here.
00:20And as you can see, we've got a pretty basic particle system that's
00:24happening, but we can make this animation a lot more interesting by applying some behaviors.
00:31So I'm just going to stop playback for a second and position my playhead down
00:34here towards the end.
00:35Now if you haven't heard me say it before, I encourage you to always make your
00:39adjustments to particle systems in real time, meaning let Motion play back.
00:44But I like said earlier, based on how I'm recording this, I'm going to be
00:48starting and stopping, just so you can kind of see things in a little bit more detail.
00:52So with the particle cell selected, let's go to our Library.
00:58And if you go to Behaviors, I want you to go to the Particles subset.
01:02And you notice there are two behaviors specifically designed to work with particles.
01:07First one, Scale Over Life.
01:09It's actually kind of important when you're creating a particle system.
01:13If you want it to create a more natural-looking animation, you might want to
01:18choose Scale Over Life.
01:20Spin Over Life is kind of fun.
01:22It adjusts the rotation as it spins away.
01:25So you can see it's created this kind of cool funky animation.
01:29Now since these particles are rather tiny, I'm just going to use Scale Over Life.
01:34So to apply it, just drag and drop it right to the particle cell.
01:38And now you notice I can barely see anything, so let's jump over to the
01:42Inspector and see what we're dealing with.
01:44Well, first off, we have a Scale At Birth and a Scale At Death.
01:48Well, this is kind of overriding what's going on with the particle cell here,
01:55which is set to 300% Scale.
01:57So let's go back to our behavior here, and let's adjust its Scale At Death up to around 400.
02:04And now we can adjust Scale At Birth up here a little bit as well.
02:09So now if I scrub through, you can see as the particles get older, they actually
02:14expand and disappear.
02:16This is giving a really neat flow to the animation.
02:19Let's watch it back in real time so you can kind of see what I'm talking about.
02:23It's subtle, but it just creates that softness that echoes the gradients in the background.
02:28I'm going to stop playback again for one second, and let's add a little bit more
02:33randomness to the motion.
02:35Now, if you remember, when I had the particle cell selected in the Library, there
02:40were only two options for particles.
02:43Well, that's when simulations jump in.
02:46In here, you can simulate all kinds of different things.
02:49So first thing I want to do is create some random motion.
02:53If you go ahead and apply that by clicking Apply, the Random Motion will be
02:58applied to this cell, which is just this one particle, and that will be in turn
03:03replicated and shot out through the particle emitter.
03:07So now if we jump over to the Inspector, we should look at the Amount of Random
03:12Motion and the Frequency and the Noisiness.
03:16Now it is moving on X and Y axes, so if we go ahead and press Play, you should
03:22notice a slight movement on the X and the Y. Now it's really subtle, but if you
03:27look at the edge of this purple circle here, you can see it just kind of adds a
03:32neat little wobble to the particle systems.
03:34See, if I crank up that Amount, here you'll see it even more.
03:39It's just kind of making things wobble around.
03:41Now I'm going to stop playback here for a second and bring that Amount back down.
03:46So even though this is a tiny amount, just this subtle adjustment will create a
03:53slightly more polished look to your animation.
03:56Now as I'm looking at this, I still don't have the density that I was hoping as
04:01far as how the particles are on this line,
04:04so to create that, I'm going to actually use another simulation behavior.
04:08We'll stop playback here for a second.
04:10In the Library, under Simulations, let's add some Gravity.
04:15If we go ahead and apply Gravity to the particle system, now you notice it's
04:20actually pulling these particles down in the animation.
04:24And it's really cool
04:25if you want to create a kind of a waterfall effect, you can definitely apply
04:29Gravity to your particles.
04:31And imagine what happens when you keyframe this behavior. But really in the
04:35Inspector, I just want to tweak this a little bit.
04:38Instead of having the Acceleration go down, I'm going to click and drag on the
04:43number and actually bring the Acceleration back to the left.
04:48Let's rewind our playback and check this out.
04:51Now I'm getting kind of this cool flowing motion that's happening, and I'm just
04:56going to drag that adjustment back down here a little bit.
04:59And now you can see I've got slightly more particles on the top than I do on the bottom,
05:04but it is definitely creating a funky look to my animation.
05:09So anytime you want to create a particle system that has a little bit more
05:12natural look and flow, you should definitely check out adding some behaviors.
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Creating paint strokes
00:00The easiest way to think about the Motion Paint engine is to look at it as kind
00:05of a hybrid between a particle system and a replicator.
00:10Now if you haven't used either of those tools then I guess you could think about
00:14it as kind of a more natural way of creating animation.
00:19It's sort of like drawing a pen on a piece of paper; the only difference is the
00:24paper is your project and the pen is the Paint tool.
00:28So instead of me sitting here trying to verbalize it, let's go ahead and build some paint.
00:33Now we can create paint in a number of ways.
00:36The first way is to just use the Paint Stroke tool.
00:40So if we grab the paintbrush, making sure our playhead is at the beginning of the Timeline,
00:46let's select our layer in the Layers panel that we'd like to paint on. And I
00:50just want to create a stroke of paint that'll come in and sort of wipe over the
00:56type and then down through the scene, and we can use this as a transitional
01:01element or whatever. But I want it to start off screen,
01:05so I'm going to press Command+Minus, and again make sure that you have the brush
01:11selected. And now I'll just click and drag and draw right over and down. And there we go;
01:17I've created my first paint stroke.
01:20If you press the spacebar, notice nothing is really happening.
01:25That's because there is no animation tied to this just straight out of the box;
01:30it just sort of recorded what I drew.
01:32Now there are different ways of interpreting this and creating animation, which
01:38we can get to through the Inspector.
01:40So in the Inspector, under Shape, you want to look at the Style and if you move
01:47down, you can check out, we have Outline selected, and here we have a solid color of white.
01:53Now we can adjust things like the overall opacity of the line.
01:58We can adjust the width. You can set Preserve Width which doesn't matter for the
02:05style that we've created right here,
02:06so let's move down and look at First Point Offset and Last Point Offset.
02:13So these are the parameters that you can adjust to actually create your animation.
02:19Now, if we look at the Geometry section over here, notice that the edge of
02:25this is kind of jagged.
02:28Well, if we go to adjust the roundness, we can smooth that out.
02:33So see, it takes out all that stuff that it recorded in the initial stroke.
02:38I could choose Closed and it would actually close the path back around, but yeah,
02:44let's just increase the roundness there a little bit.
02:47Down here you can actually see the number of points that were used to
02:51create that brushstroke.
02:52See, paint strokes are nothing more than Bezier paths just covered
02:57with geometric shapes.
02:59So to see that, I'm going to click right here on my Transform tool and
03:03actually choose Adjust Item.
03:05See, now in here you can see the Bezier path that was created.
03:10Now, I am still not seeing all the control points, but you get the general idea.
03:14If we go to Edit Points here, that way you can see every single point that's in there.
03:20Now I don't want to go back and re-record this, but I do want to create a
03:25completely different look for this stroke.
03:28So to do that let's change the Brush Type from Solid to Airbrush.
03:33Now with Airbrush you have a couple of different options.
03:36You can actually adjust the Opacity, but you can adjust the Brush Profile,
03:42which if you notice now I've got a little bit more of a soft edge. Let me zoom in here.
03:47We could adjust the Profile. If we adjust the Width here,
03:51yes, it definitely adjusts the width.
03:54But the most important setting with the Airbrush is this spacing.
03:58See, as I adjust the spacing, you can see it's just little dabs of a shape that
04:04actually create this initial paint stroke.
04:07Now again we still have the same option with the offset.
04:10So as you can see, this is kind of a neat easy way if you want to create kind of
04:14that Vegas-looking strobing light thing going on, but the fun really begins when
04:21you start to add images.
04:23Now I don't have any custom images set up to automatically load in here, but
04:27what I do have are a bunch of preset shape styles.
04:31So if we click here, you notice I have a style that I could use to create a map animation.
04:37I have styles I could use to create measurement.
04:41There are some more advanced styles, like Birds.
04:45There are all kinds of more fun, flowy effects like Light.
04:50So definitely go through and check out some of the different effects.
04:53What I was honestly thinking was one of these light effects would look really slick here.
04:59So I am going to choose this Light Tail 01, and once I choose that, here you can
05:04see I've got a much more dynamic brush stroke that's moving through the scene.
05:09So let's check that out by pressing the spacebar.
05:17Now you'll notice that animation actually was applied as a part of the preset.
05:24Now this isn't uncommon, so any time you use a preset you want to make sure to
05:29start playback and check things out.
05:31Now the animation of this stroke was actually created, if you go to the Style
05:35section of the shape and scroll down here at the bottom, notice there are
05:39keyframes applied to this First Point Offset and Last Point Offset.
05:43But also the way this was created had a lot to do with what's going on here
05:48in the Advanced tab.
05:49See, there are dynamics that are actually applied to this.
05:53Now since there is a speed of 0, we are not seeing exactly what's going on.
05:59See, these dynamics are giving this spin to the shape of the brushstroke, but
06:05really if you think back to when I showed you that Airbrush, it had the little
06:10dots, this stroke is created by a bunch of dots as well.
06:14Just under the Advanced setting for Dynamics, if I adjust the Speed here, you'll
06:19notice that it will actually behave just like a particle system emitting from
06:24the edge of this path.
06:27So let me change the Speed back down to 0.
06:29I just kind of wanted to draw your attention to that.
06:33So if we click through the different channels, you'll notice with presets, there
06:37are a ton of different options, and when it comes to animation there are a
06:42number of different parameters that you can go ahead and keyframe.
06:46So if you think you might want to learn how to actually create animation from
06:50scratch, follow me to the next video because I am going to show you exactly how
06:54to animate brushstrokes with Paint.
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Animating paint strokes
00:01An animated paint stroke in Motion is something extraordinarily powerful, because
00:05it's kind of like a hybrid between a moving particle system and a replicator.
00:11So naturally, that means there are so many options that it'll really make your head spin.
00:16Let's check out what we have here with this brushstroke by selecting the brush-
00:20stroke and opening the Inspector.
00:23Now as you can see when we begin playback with the spacebar, we already have
00:28some animation applied to this brushstroke.
00:31And in the previous video, we did go back and sort of ascertain that the
00:35animation was created by using keyframes for the First Point and the Last Point Offset.
00:40But really, when you start getting into these other channels, like Stroke and
00:45Advanced, you'll really see all of the different options that are available to
00:51not only animate a brushstroke but also just specifying exactly how it looks.
00:57So there are a couple of common themes to the interface.
01:01I'm going to go ahead and expand this disclosure triangle for Width Over Stroke.
01:07I know you can't see the whole word there, but that's what that says, Width Over Stoke.
01:11You'll have this graph, and it looks just like a typical Bezier curve line.
01:16If you double-click on any point in the graph, what you can do is click
01:21and drag, and notice now in the middle of this brushstroke--
01:27careful, it gets really sensitive when you start dragging--
01:29in the middle of the brushstroke, I've made things extraordinarily skinny.
01:33See, as I continue to drag down, I'm getting a direct representation of this
01:39width of the stroke getting adjusted accordingly.
01:43Now if I right-click on here, I can adjust the Interpolation from Linear to Bezier.
01:50And then here, I'll actually have the handles that I can adjust and really kind
01:55of smooth things out or make it more drastic in the adjustment.
02:00So you'll find that repeated throughout the interface here.
02:05Now when it comes to actually animating brushstrokes, you want to go over
02:10to this area, Advanced.
02:12See under Advanced, we have Dynamics, and the Dynamics are really kind
02:17of interesting because this is where brushstrokes can take on that
02:21particle-emitter property.
02:23See if I crank up the Speed here, look what happens to my brushstroke. Isn't that cool?
02:29Basically, if we check out our animation, you'll notice it looks sort of like a
02:33particle system moving through the scene.
02:35That's pretty neat.
02:36Now we could definitely keep going in making more adjustments through the
02:41Dynamics here, but I think you understand, with Dynamics enabled, you can create
02:46more of a particle-animation look to your brushstrokes.
02:50Now these other options here, Pen Pressure and Pen Speed, these you can adjust
02:56based on input from a Wacom tablet.
03:00Now, under Geometry, this is where you can see all of the individual control
03:05points that make up this line.
03:07Most of the time when it comes to animation, I don't mess with this too, too much.
03:12Really, when it comes to animating brushstrokes, I usually adjust settings
03:17in the Advanced tab.
03:18Occasionally, I'll keyframe settings in the Stroke area, and under Style,
03:23definitely keyframe the First Point Offset and the Last Point Offset.
03:28Now before we end things, I just want to show you one last behavior out of the Library.
03:33So when you have a brushstroke like this, you can go to Behaviors and in Shape,
03:39any of these the Shape behaviors can be applied to this brushstroke as well.
03:43The reason I bring this up, if you want this stroke to appear on the screen and
03:48sort of shake around, you can choose behavior like Wiggle shape.
03:53Now the one I use most often is right here, Write On.
03:58See, if I drag this and drop it right onto the paint stroke, now I can control
04:05the animation based on the Write On parameter.
04:08Now I've got kind of a double-whammy effect happening here because it's writing
04:13on with the behavior and I still have keyframes under Shape.
04:18Under Style, I still have my keyframes for the First Point Offset and the Last Point Offset.
04:23So just so you can see what it looks like, I'm going to reset this parameter
04:27and reset that parameter, and now you can see it's only the behavior that's
04:32creating this brushstroke.
04:33So as it goes through, you can see this is being adjusted by the behavior.
04:39So I hope that wasn't too overwhelming with all the different options.
04:43Just remember, when it comes time to animating brushstrokes, really you want to
04:48be looking in the Stroke area, the Advanced area, or using one of the behaviors
04:53out of the Shape area and Behaviors.
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Using the Replicator
00:00The replicator is another one of those tools in Motion that really kind of makes
00:04motion graphics fun again.
00:06See, anything that you drag and drop into a Motion project you can turn into a replicator.
00:12Now I want you to understand you need to be a little aware of what you're doing
00:18when you start replicating things.
00:20See, if I drag the full HD video clip in here and try to replicate it, things
00:25might come to a screeching halt.
00:27I mean they might not, but you just want to be aware as to how much processing
00:32power is going to be required to be able to process something that's going to be replicated.
00:37Now, to give you an understanding as to how a replicator works, or what one even
00:42looks like, let's go ahead and create one.
00:45Now if we look in our project here, you'll notice I have a generator.
00:49And if we analyze it in the Inspector, I just set it as a gradient, and its width
00:55is about 20 pixels across and it's a full 720 high.
00:59Now in order to replicate this, I'm just going to go ahead and go down to the
01:04lower-right corner of my toolbar and click Replicate.
01:09Now you'll notice I've got this grid, and this grid allows me to visually adjust
01:14what's going on in the scene by clicking on one of the corners.
01:18Now something that's kind of interesting, as I'm clicking and dragging here, I'm
01:22not holding Shift or anything else.
01:24It's just creating this dynamic rectangle and allowing me to move the edges
01:30around just by clicking and dragging.
01:33See, if you go to the Replicator section of your Inspector, you'll see the shape
01:38is always going to be a rectangle.
01:41Now I can adjust how this is set up by looking at the arrangement.
01:47So right now, it's set to Tile Fill.
01:50Now if we look further down, we have Columns and Rows, so each one of these axes
01:56is the center point for the start of the object that is being replicated.
02:01Now since I started with a vertical line, you're not seeing all the different
02:06copies that are going up and down, creating the vertical rows.
02:11So in order to see that, I'm going to go down to my Cell controls here and just
02:16adjust the Angle by clicking and dragging.
02:18Now you can see exactly what we're dealing with.
02:23As I adjust the Angle, here you can see this is truly the center point of each
02:28one of these elements.
02:30So I hope you're inspired right now just by looking at this scene, because
02:35basically, you can create some pretty amazing animations and complex builds
02:41rather quickly and easily just by choosing Replicator.
02:45Now I just want to show you some of the other preset options, as far as the
02:50shape is concerned.
02:52So if we go to the Shape here, we could choose Circle and it'll replicate in a circle.
02:57Instead of filling through a Tile, we could choose Random Fill.
03:02This way you can just choose a random number and it fills completely randomly.
03:08Now if we want to adjust how this looks on the screen, with the circle you can
03:12just click and drag out.
03:14So I really kind of enjoy the interactive nature as to how to move this
03:18around and build things, but it really starts to get fun when you try and animate things.
03:25Now animating replicators is done through behavior.
03:30So go down in the toolbar to your Behaviors, and here under Replicator, I want
03:34you to choose Sequence Replicator.
03:37See when we choose that, we can choose a parameter that we would like to animate.
03:42So what I want to do is add the Scale adjustment, and I want it to sequence
03:49from the scale of 0%.
03:53So it will go one time all the way through to the end and hold.
03:59Now since Sequence Replicator is the entire length of the composition, as I
04:04start scrubbing through, here you notice it's just going one by one all the way through.
04:11Now I can get a lot more organized by selecting the Replicator and instead of
04:17choosing Random Fill, we could choose Tile Fill.
04:21And this way, you'll notice it starts in the center and works its way out.
04:25Well, if you want to adjust how the animation is moving, change the Origin.
04:31So here if I set the Origin to the Edge, now it's going to start on the edges and
04:37animate in towards the center point.
04:40When you choose a different shape, such as a rectangle or a burst or something
04:44like that, you'll get different options for the Origin.
04:49So when it comes to creating some graphics that are repetitive but still look
04:54kind of dynamic and interesting, the best place to always start is by
04:58checking out the Replicator.
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Replicating video
00:00Usually when I show people the Replicator, the first thing they get excited to
00:03do is take a huge video file and load it in and try and create many, many
00:08duplicates of it using the Replicator.
00:11Now I'm not saying you can't replicate video, because you most definitely can.
00:15I am just warning you, you should either compress the video file using a codec
00:20that gives you a small bit rate, like H264, or just scale the size of the clip
00:27down and pre-render it before you bring it in.
00:29If you know it doesn't need to take up the full screen, don't bother using all
00:34that processing power.
00:35Now, just for the sake of argument, I did bring in a full-res video clip.
00:40If we select it here and check out, under the Inspector, the Scale on X and Y, I
00:45did scale it down to 18%.
00:47Now when you replicate video, you get some extra controls you don't usually get
00:51from a normal replicator.
00:53So select the video layer and click on Replicate.
00:57Now of course, by default, it's going to try and do this grid, which looks
01:01pretty darn cool, but it has way too many points.
01:04So I'll just go and change the number of Columns down to 2, and the number of
01:12Rows, let's set it at 5. That's fine.
01:16Okay, now, notice we still have the same options with Shape and Arrangement.
01:22But where the fun begins is when we go down to the Cell controls, because down
01:26here, notice there is an option to Play Frames.
01:29So when would you want to deselect this?
01:31Well, if you know that it's video, and you're just trying to tweak how it looks
01:36on the page, you don't need to use all the processing power of playing every
01:40single frame while you're just sort of previewing the animation in general.
01:44So one thing you can do is choose different Start Frames.
01:49So if I press play right now, it is going to go ahead and playback.
01:53And I am getting a decent playback, 20 frames out of a 29.97 project.
01:58That's pretty good.
01:59Now in order to make this a little bit more interesting, yes, I can sequence the
02:03Replicator, and have some Scale options and other things like that, but really
02:08what I want to do is just sort of play with some of the video options.
02:12So let me start playback here for a second,\ and just start dragging to change things.
02:16First thing, if you bring in a video clip and you realize hey, I don't want it
02:20to start playing right at frame 1,
02:22I need to trim it in a little bit,
02:24you can; just click and drag on the slider, and now it won't start playing until frame 28.
02:29You can create an offset between each one of the clips.
02:34Now, I chose specifically this dancing clip because I like how he moves around
02:41the page, and when you were just an offset for something like this, you'll
02:45actually see it a little more clearly.
02:48So let's go ahead and adjust the offset, and here you can see how it's starting
02:54at the center and its how he's kicking out all the way out.
02:58So I want this to go from top to bottom, so in order to deal with that, we need
03:03to change the anchor point, or the Origin.
03:07So let's choose Top.
03:09Now he's going to sequence through from the Top.
03:13Let's load up a preview.
03:15So here you notice each one of this clips is in unison, horizontally, but it's
03:20actually sequencing through from the top all the way down.
03:25So yes, you can get completely crazy when you choose a replicator with video by
03:32adjusting many of the different settings, but the ones that you want to look at
03:36are really these Source Frame Starts, the Offset, and the Hold Frames.
03:42You can completely randomize this as well, but honestly, like I said, I
03:47really enjoy having this sequence through, just because of the motion of
03:51this video clip.
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11. Working in 3D
Viewing a scene in different layouts
00:00Working in a 3D environment does literally add a new dimension to your work
00:04inside of Motion, but it really actually creates many, many different situations
00:10that you have to deal with, the least of which is orientation.
00:13I mean if a project is too simple or layered up with way too many things in the
00:17scene, sometimes it's easy to get confused as to which way is actually up.
00:22Thankfully, there are a couple of tools inside of Motion to help with that situation.
00:26So if we look at our project here, you'll notice I have a camera in the scene.
00:31You want to make sure to have at least one camera in your project.
00:34That way when we go through the different menus, your menus will look like mine.
00:39In this project as well, I also have a Lights group, which I'm just going to turn
00:43off for now, and a background layer which is 2D.
00:47But I'm still going to turn that off for right now, because I want to be able to
00:50focus on exactly what we're seeing here in this individual layout.
00:55When you're looking the upper-left corner of the canvas, as I'm sure you know,
00:59this is the Camera menu.
01:00When I click on this, I can choose between the Active Camera or the Camera.
01:05Notice I'm not really seeing much of a difference.
01:07That's just because my camera is the Active Camera because it's the only one in the scene.
01:11Now, there are two different kinds of views that you can use to view a 3D scene.
01:16There is a perspective view, so let's switch to that.
01:19See, with a perspective view you can actually see what's going on in the 3D
01:24environment, orbit around, and see how things look in perspective.
01:29But there are also orthographic views.
01:32These orthographic views are like Front, Back, Left, Right, so let's choose Left
01:38here. And as you can see, I can tell that these circles are actually turned
01:44slightly just because they're not completely flat.
01:47See, when an orthographic view is perfectly perpendicular to your object, you'll see lines.
01:53So let's switch to the top here.
01:55See the lines? That's just letting me know exactly where each one of the
01:59objects are in the scene.
02:01Now, a lot of times when you have thin lines like this you may want to either
02:04zoom in on the scene or just select Objects in your Layers panel.
02:09Switching between views in the Camera menu can be helpful, but honestly, most
02:14of the time when you're trying to gain perspective on things, you want to have
02:17more than one view up at a given time.
02:19So let's switch back to our Camera view and go to the upper-right corner of your
02:24camera, so all the way in upper right where you see there's a rectangle.
02:27If you click and hold, notice you don't get any words.
02:30It's just a graphic representation of multiple views.
02:34Since I have a wide screen here, let's go ahead and choose this 2 up Horizontal view.
02:40Now, I have two separate views that I'm looking at.
02:43Now, I have an active view which is surrounded in yellow and then an Inactive view.
02:48See, when I click on a view, that allows me to make adjustments within that one window.
02:54When I click on the other view, that allows me to make adjustments in that window.
02:58It also allows you to see previews of animations.
03:02So when you're working with multiple views, you want to make sure to pay
03:06attention to exactly which view is currently active.
03:10Let's look at the 3-Up view.
03:12When we go to 3-Up, I personally like using this view because I can keep the
03:17camera view up here and at the same time I can still have a perspective view
03:22in the other window, so I can orbit around and get a better idea as to where I
03:27am in perspectives, and I can still keep one of the orthographic views.
03:33Now whether you choose to have the camera in one of the smaller upper windows
03:37or in the lower window, it's entirely up to you.
03:40When you change one of these windows, the next time you go to that layout, the
03:44windows will be set up that way.
03:46So for example, if I go to the bottom window down here and change it from a
03:50Top view to the Active Camera view and then I change this Upper-left view to the Front view--
03:59this is perfectly flat right now--
04:01if I switch away from this 3-Up view back to a single view, notice it switched
04:06to my active view, which was this Front view.
04:09But also, when I click Back here and go to the 3-Up view, I still have my Front
04:14view, my Perspective view, and my Active Camera set up accordingly.
04:18Now, let's look at just a few more tools we can use to figure out exactly where we are.
04:23First, let's select the upper-left window and change back to that Camera view
04:29and go back to our 1-Up view.
04:32As you're looking through the camera, when you orbit around or move, we're
04:36literally moving the camera.
04:38So if we switch to the perspective view-- and let me zoom out here a little bit--
04:44within the perspective view, I can select my camera and notice as I move my
04:50camera down here in the lower-right corner, I'm getting kind of an inset view.
04:54This is letting me know exactly what my camera is seeing.
04:57Now, you'll get the inset view anytime you don't have the camera as your main
05:02view and anytime that you actually start moving the camera.
05:06If you're not seeing the camera, you need to go up under the View options and
05:10make sure that you have all of these different options selected.
05:14So there are 3D Overlays like the 3D View tools, the Compass, which we'll get
05:19to in a second, the Inset view, which you just saw a second ago, and let's turn on 3D Grid.
05:26See, the 3D Grid allows you to see exactly where the floor is, if you will,
05:33within the Motion project.
05:34So thankfully, we have just put the floor pretty much in the same place as
05:38where our 3D Grid is.
05:39Lastly, the 3D Scene Icons,
05:42if we deselect that, notice we can't see the camera anymore.
05:45Also, if we turn the lights on, even though we can see the lights, we physically
05:49can't click on them and adjust them in the canvas unless we go and turn the 3D
05:54Scene Icons back on.
05:56Now, I can click right on any one of the lights if I just deselect my camera there.
06:01There we go! I can click on any one of the 3D Scene icons. And last but not least, I want
06:07to cover the Compass.
06:09The Compass is a fast way of switching between views, just by letting your mouse
06:13hover over any one of these blocks.
06:16So notice if I click right on this right block, it's going to switch my view to the right view.
06:22So it kind of works in the similar fashion to the camera pulldown;
06:26it's just a little faster.
06:28Now, to switch back to your Active Camera, or your Camera, just Ctrl+Click right
06:32over the Compass and choose Camera.
06:35That way we can jump right back into where we are in the scene.
06:38As I've been talking, I know I've shown you a lot of different tools and
06:42sometimes you can still feel a little bit overwhelmed.
06:45But I have a little tip for you and it has to do with cameras.
06:48In the next chapter, we're going to get really in depth with cameras, and you'll
06:52learn everything about how to control them and set them up in a scene.
06:56But basically, as you start building your complex projects, you want to just
07:01add cameras, add custom views around the areas of the project where you're
07:06going to be working.
07:07See that way, you can just switch back and forth between your own custom
07:10cameras, and you'll have a much better idea as to exactly where you're working
07:15in the scene.
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Working with lights
00:00There are four different kinds of lights you can create within Motion, and they
00:04each have their own set of options to help you recreate something that looks
00:08more like the real world.
00:10The thing to understand with lights, adding them to the scene is only the first
00:14part of the process.
00:15Usually you want to select all the other objects in the scene and determine how
00:19the light is going to bounce off of that object, so you can make things look
00:23shiny instead of dull or have shadows instead of no shadows.
00:27So let's look at these lights and see some of the different options we can adjust.
00:34The first light that I have set up here is a Point Light, and a Point Light,
00:38the easiest way I like to think of it, think of it as something like an empty
00:43light bulb in a scene.
00:45If you had a lamp and you took the lampshade off, the light would come out in 360 degrees.
00:49Well, that's how a Point Light functions.
00:53If you press F7 to open up the HUD, you'll notice we have an option for the
00:59Color, the Intensity,
01:01the Falloff Start and the Falloff. These are pretty common sets of options
01:07for all of the lights.
01:08So once I teach this to you once, I'm not going to jump back over again with the other lights.
01:13First thing with color, again you try and simulate the real world, so if we
01:18change this white light to a kind of blue light, now all of a sudden we can
01:22make it look sort of like dusk in the winter time.
01:26Intensity just controls the brightness of the light, and the Falloff Start
01:31determines how far the light can travel before it starts to decay, so the larger
01:36the number the brighter you'll notice the scene.
01:40Now the Falloff is actually how fast that transition actually happens once the
01:45Falloff Start occurs. So notice as I adjust the Falloff Start here, as my
01:50Falloff is at 100%, it's a very sharp contrast from bright to nothing.
01:57This next option is for Shadows.
02:00If I turn that on, notice as I move this light around now, these letters
02:05are casting shadows.
02:07Softness just controls the softness of those shadows.
02:12Now there are some other options.
02:13If you press I to open up the Inspector, notice that under Shadows, when I open
02:19that up here, there is a setting for uniform softness.
02:23Let me magnify this image, just Command+Plus until we're up to 100%.
02:28Notice how the shadow almost looks like it's darker up at the top.
02:33With Uniform Softness on, what it does, it just blurs the shadow the same all the
02:37way across everything, and you want to leave this selected while you're
02:41building your animation, so your system doesn't start to lag. But just before
02:46you go to output your project, you probably want to deselect Uniform Softness
02:51and this will actually create a much more realistic blur to your shadow.
02:58Also, I can adjust the opacity of the shadow, so it doesn't necessarily have to
03:03be so dark. And yes, of course, I can adjust how soft the shadow is as a whole
03:09and again with Uniform Softness deselected,
03:12it will feather that out over the length of the shadow.
03:16So let's re-enable Uniform Softness and look at our next light in the scene.
03:21I want to disable the point light, and notice the scene just pops up to 100%
03:26brightness everywhere.
03:27Whenever you add a light--you go up under Object and choose New Light--
03:31whenever one is added to the scene, everything else just kind of changes.
03:36So that Ambient light here, which is the next light we're going to look at,
03:41if we look at that right here, you notice the only option is for the Color and the Intensity.
03:46Notice there isn't even a light to physically grab in the canvas.
03:50That's because this is just controlling all the light in the entire scene all
03:55the way around. So if you crank up the Intensity or bring it down, you notice
04:00everything is adjusting all at once.
04:02These circle shapes have gradients on them, so as I adjust the Intensity, it
04:07does look like the shape of the objects are changing. But if I just click on one
04:13of these in orbit around here, you'll see these are flattering than a pancake.
04:19Okay, there's no real depth to those objects.
04:21I just like using the gradient shading, so it does appear more like a 3D object.
04:27Now Ambient light, you typically want to use this to add light throughout the
04:32scene after you've added something like a Point Light.
04:35See with the Point Light, I've tinted the scene blue, and then the Ambient light,
04:39it is just making sure that the rest of the scene has some kind of light going
04:43on, just to kind of brighten things up a little bit.
04:46So yes, as you have multiple lights, you can mix them together to
04:50create different feels.
04:52So for example, the Point Light is blue and if we change the Ambient Light to yellow,
04:59now notice--that's kind of a heavily saturated yellow, there we go.
05:04If I bring that back over here, you notice now over here the light has turned green.
05:10That's because yellow and blue mixed together and make green.
05:13So as you mix different colors of lights, you can create all different kinds of
05:17looks to your scenes.
05:19Now let's disable both of those previous lights and look at the Spotlight.
05:23Spotlight is kind of an interesting. Let me just zoom out the
05:26magnification here.
05:27Spotlight looks literally just like a light you would have at a theater show.
05:32You can adjust, yes, the Color and the Intensity like everything else,
05:36the Falloff Start in the Falloff, yes, but the cone angle and the softness of the
05:41edge of the angle are really aware the power of the spotlight lies.
05:45See, if I bring the Cone Angle down, here I can just illuminate one specific area
05:52and if you wide in the Cone Angle, obviously you'll brighten everything else.
05:59The Cone Angle can go from 0 to 90.
06:02Let's bring that back down to something a little more manageable, around 20, and if
06:06you soften the edge, that's just going to soften the transition.
06:09So if you want kind of a sunlight feel, I would use a spotlight, have a really
06:15soft edge on it, and then just adjust the color with a slight yellowy orangey
06:20tint, depending upon the time of day that you want to create.
06:23Notice there are no shadows here.
06:25You need to enable Shadows just by clicking this box here and then if you go
06:29under Show, notice we have the same options for Shadows here. I can adjust the
06:33Shadow Opacity as well as it's Softness just like with the Point Light, so Spot
06:39Lights and Point Lights have shadow capabilities.
06:42Now with a light like this that's so yellow, you might want actually tint
06:46the shadow, so let's up the Saturation here and tint the shadow in kind of a
06:52burnt orange color.
06:53Now if we bring the Opacity up here, you can really kind of see that color that
06:58that's coming through.
06:59Now if we disable the Spotlight, the last light you want to check out is this
07:04light here, the Directional Light.
07:06If I rotate this light around so you can see it from the profile, notice it's
07:10just in open ended cylinder. Okay, it's kind of hard to see.
07:16Let me rotate around here a little bit more. There we go.
07:18There you can see the open-ended points.
07:21All it's doing is casting light in a direction at 100% intensity forever.
07:29So it makes no difference if I pull this light way back away from the objects or
07:34even behind the objects, it doesn't matter; this light just shoots light in a
07:40direction and that's that.
07:42As I mentioned earlier, there are setting options for all of the different
07:47objects in the scene.
07:49So once you actually start adding lights and blending them together, you can
07:53definitely create some different looks and some more natural feels. But to
07:58really start to pop things, you need to start getting into the settings for each
08:03of the objects in the scene and how they interpret lights.
08:07We will definitely jump into that in our next video.
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Adjusting lighting and reflectivity
00:00If you've ever shot video or still photography yourself in a studio environment,
00:06you understand how important lighting actually is.
00:09But also, you understand that some of the process can be rather tedious and a
00:15little frustrating, especially when you want something to be lit, but let's say
00:19you don't want a huge shadow cast off that object.
00:23The beauty of doing lighting with a software package like Motion is the fact
00:28that you can actually do things that you can't do in the "real world."
00:33So for example, I could illuminate this type but have it not cast a shadow, or
00:38I can have it cast a shadow on the floor but not on another object that might be
00:43right behind the text.
00:44See, anytime you add a light to a scene, there are lighting options, lighting
00:49parameters you can adjust, but then there are also lighting object options that
00:54are available for each object in the scene, in terms of how they will accept that light.
00:59So to see exactly what I'm talking about, let's open up our Floor group here in
01:05the Layers panel and just select this generator, the Color Solid 1 Copy.
01:11This is the Floor layer.
01:13So if we open the Inspector, with the floor selected, go to the Properties tab,
01:19and down here notice there are Transform properties, Blending properties, which
01:24I'm sure we've seen before, but there's also Lighting properties, Lighting and
01:29Shadows, and there's a separate section for Reflections.
01:34In the Blending area there is an option where you can cast reflections.
01:38So if this were close to another object, the other objects, if it had
01:43Reflections enabled, would be able to see it.
01:45But let's look at the Shadows section.
01:48Notice the floor can cast shadows, which is kind of redundant. We don't need it
01:52to do that because it's going be the Floor, so we might as well turn that off.
01:56It's one less thing Motion has to process.
01:58Receive Shadows, I could disable that, and now all of a sudden you notice there
02:02are no shadows on the floor.
02:04There's no shadow behind the circle.
02:06There's no shadow behind the Type. You get the idea.
02:09I could also just say Shadows Only. It's kind of cool.
02:12I am seeing the red for the shadows, but you get the idea.
02:17You can set up Shadows Only or have it set up to receive shadows.
02:23So let's leave Receive Shadows selected and look at the Reflection options.
02:29Notice there are no Reflection options for the Floor.
02:32Well, what if I wanted these circles to be reflected in the floor, or better yet, the type?
02:37Well, sure, enable Reflection.
02:41Now when I click on that, you can see a very clear reflection of what's going on in the scene.
02:46We have some more controls that could make this a little more polished.
02:50First thing, the amount of Reflectivity adjusts how bright the reflection is
02:56going to be, basically.
02:59Let's crank that back up to around 80 and look at the Blur Amount.
03:03If we drag that to the right, that's going to blur the reflection, so this is a
03:07great way if you want something to look like a dull blurry metal, you can have
03:11something set up like this.
03:14My favorite option here is actually the Falloff.
03:17So I am going to bring the Blur back down and enable Falloff.
03:22Now, with Falloff enabled, what we can do is adjust both the Beginning and End Distance.
03:27So if I drag the End Distance back to the left, notice the spheres are
03:32starting to fade, and if I drag further, notice I'm starting to get a fade
03:38on the type itself.
03:40If we orbit around the scene, here you'll notice that the spheres, these uppers
03:46spheres, are significantly farther from the floor than the type layer.
03:50So that's why those spheres are starting to disappear before we actually start
03:55to see a fade in the type.
03:57So let's just crank the End Distance back up here a little bit, and we can adjust
04:03the Exponent, which, this is just the softness of the transition between a
04:08reflection and no reflection.
04:12In some instances you may want to actually blend how the reflection blends
04:17with the object itself.
04:19So for example, if I said Add, it's going to add the reflections into the floor.
04:25Now check this out.
04:26This really kind of gives a neat illuminated effect to the floor as though these
04:31spheres are casting color into the Floor.
04:35This is kind of a neat way to achieve that effect, adjusting the blend mode.
04:38Now, I am going to set that back to Normal. And there is one more thing we
04:42need to look at in terms of objects properties for lighting, and that's
04:48actually lighting itself.
04:50See, in the Properties section of the Inspector, the top option here is Lighting.
04:55So if we enable that for the floor, look at what happens.
04:59It doesn't appear as though hardly anything happened.
05:02Well, if you crank up the Shininess, you should notice a difference when let's
05:07say a light is relatively close to the floor.
05:11So if I bring this light down here to the floor, let me go ahead and move
05:14that back in the scene so you kind of see what's going on here and move that a little closer.
05:22Now, we've got things a little closer in the scene. Now if we go back to our
05:26Floor options here, look what happens as I adjust the Shininess.
05:30It's going to allow me to make changes to the floor itself.
05:35So if the Shininess is set to 0, I get this kind of funky matte blown-out look.
05:42And as I increase the Shininess, things get more and more glossy. And the
05:48materials, all in all, will start to appear a little more shiny, if you will.
05:53This is a great way to help make things look a little more plastic ,if you're
05:57applying polish to your image.
06:00To make things a little more complicated, there are Lighting options for each
06:05layer in your Layers panel. But if you go up to the Group, there are Group
06:10Lighting options as well.
06:11So notice within the group I still have an option to cast reflections, I have an
06:17option for the shading itself for the lighting, for shininess, and that kind of
06:22thing, and then I have an option for reflections.
06:25So you can set options that override the individual objects--
06:31here, let me enable reflecting here-- but notice when you make those adjustments,
06:36it's just kind of mixing things together.
06:38If I crank up the Reflection here and then go back down and adjust my Shininess
06:44down here, I'm still getting a combined result between the two.
06:49Just when you add the group aspect into it, Motion has to look at everything and
06:55determine exactly how to process the image.
06:58So sometimes within a group you may need to go over and decide whether something
07:03is going to be 2D or 3D.
07:06See what happens when I change this to 2D.
07:09Now the entire group is gone. Even though I may have some Reflection options
07:15for this layer here, you are not going to see anything because it's no longer a 3D layer.
07:22So as you go through and make changes, you may notice that different things
07:28will look slightly different as you apply the different Lighting options to
07:33groups as opposed to objects.
07:35So as you are first getting started what I recommend is making your adjustments
07:39to the lighting within individual layers as opposed to the group as a whole.
07:45Another thing that does, when you add different options to a group, sometimes
07:51you'll see things like this, which is this R. See, what the R is telling me, this
07:57image is now rasterized, meaning it is no longer something that I can just go
08:03ahead and scale randomly.
08:05It has to do that in order to process this reflection in addition to the other
08:11reflection that I applied down here to the layer contained within the group.
08:17So another thing I can recommend as you're moving around with different groups,
08:22if you want to enable reflection for a whole bunch of objects, just have
08:26Reflections turned off for each individual layer and then enable it for the
08:30group as a whole, but don't sit there and try and blend things back and forth
08:34between individual layers and individual groups.
08:38I know this may seem a little bit confusing, because each individual object has
08:43its own set of options for lighting and blending, shadows, and reflections, but
08:50you have to trust me when I tell you this will give you the best amount of
08:53control when it comes to actually getting the composite image to look exactly
08:58the way you want. Because again, I can determine exactly how each object looks,
09:04whether it accept lights, whether it transmits shadows, whether it receives
09:08shadows, or even if it casts reflections.
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Creating and adjusting shadows
00:00Since there's a lot of control of the lighting in Motion, it makes sense that
00:05there are many options to adjusting how shadows are created and received within
00:11objects within Motion.
00:13So if we select our Point Light here in our composition, you'll notice as I move
00:20it around the scene--here let me press Shift+Z to zoom in here a little bit.
00:23You'll notice as I move around the scene that I'm adjusting my light, but there
00:30are no shadows in the scene.
00:31See, in order to create a shadow in Motion, you need to create a shadow first from
00:37the light that you add to the scene.
00:39So I'll select the Point Light and in the Inspector, if you go to the Properties
00:44section, there's nothing. You need to go to the Lights section. In here are my
00:48Light Controls, and at the bottom I have an option for Shadows.
00:52So enable shadows by clicking this box on the left-hand side here, and shadows
00:57will be created in the scene. As you can see, here they are, and if you move over
01:03to the right side of this bar, click on Show, you can see we can make
01:07adjustments to these shadows.
01:09So I can adjust the overall opacity of the shadow, as well as the softness of the shadow.
01:15If you go to the Render settings in your Composition, you want to make sure
01:20Quality is set to Best when you are initially setting your shadows, because you
01:25want to make sure that you get those settings just right.
01:28You may have noticed the hesitation in my system, because I did have it set
01:31to the Best quality.
01:33If you click on Normal, you'll notice as you make changes, things should
01:37happen a lot more quickly.
01:40Also, you'll notice that my type here is pretty jagged.
01:44It's really important to make sure before we go to export that the quality is
01:49set to Best or in the Export options we change it to Best.
01:53Now there are couple of different options once you've actually determined that a
01:56light will create shadows. You need to also check the objects that are set up
02:03to receive shadows.
02:04But before we do that, I want to show you one more thing: it's this
02:08Uniform Softness check box.
02:10What this does, it makes every single piece of the shadow exactly the same in
02:16terms of the softness setting.
02:18Now since this light is so close and we're creating this crazy distorted kind
02:22of shadow, I'd probably want to deselect Uniform Softness before I output this example.
02:29The reason, as this shadow moves further away from the light, you want it to
02:34actually get softer.
02:36So if you deselect Uniform Softness, just understand that that does increase
02:41render times exponentially.
02:43Now sometimes when you have objects intersecting and you have them casting
02:49shadows, you may notice the shadow appear slightly a little bit in front of the object.
02:54Now that's not the case with this type layer just because it's kind of floating
02:58a little bit above our floor, but if you ever see that little bit of shadow and
03:01you're kind of wondering what's going on, deselect Uniform Softness, change your
03:06Render settings up to Best, and see if those things are still there.
03:12Like I said, we need to make sure that an object is set up to receive shadows.
03:17So in order to do that I want to open up my Floor group layer and make sure I
03:22have my Color Solid generator selected here. And in its Property section you can
03:28scroll down, and under Lighting, notice here are the Shadow properties.
03:33So I can set it up to cast shadows or receive shadows.
03:36Now to speed up the processing, I'm just going to disable Cast Shadows,
03:40because it's the Floor; I'm not ever going to be wide enough to where I could
03:44see the edge of the floor.
03:46So when it comes down to creating shadows, it starts first by enabling shadows
03:52with the lights, and then it ends by making sure you have the lighting
03:57adjustment for shadows enabled for each object you want to receive the shadows.
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Creating replicators in 3D
00:00Now, if you've been following through the training, you may recognize some of
00:03this footage, and I'm just going to preface this video by explaining that if
00:07you go through all of the training, you will have all the tools to be able to create this.
00:12So this piece of footage, which is a girl dancing, if we go ahead and
00:17press play, this was originally green-screen footage, which we keyed in the Keying chapter.
00:23And then later I created this silhouette look in the pre-render video,
00:28which you'll see later in the training. But it's the perfect source to use
00:33the 3D replicator with,
00:35so I figured we'd go ahead and replicate this dancing person by using Replicate 3D.
00:43I'm sure you may recognize the style, but rather than having it just stay over
00:47this one shape, we are going to use 3D replicators to really kind of push this.
00:52So with the video layer selected, let's go down to the toolbar in the
00:58lower-right section and create our replicator by just clicking the Create
01:01a Replicator button.
01:03Now, you'll see this grid.
01:05If we drag the corners out, we can scale this out so it's replicated over
01:11the size of the comp.
01:13Now, if we go to the Inspector, under the Replicator, all we need to do is
01:17adjust the Scale down a little bit in order to have her appear multiple places.
01:25I don't want that many in this instance, but we can adjust exactly that as we
01:33turn this into a 3D replicator.
01:36If we look at our composition, you notice we have a 2D layer--see the icon
01:39here on the group layer.
01:41The quickest way to change this to 3D is to go up under Object and add a New
01:46Camera to the project.
01:48This will allow us to click the Switch to 3D button, and that way the layer is
01:53now 3D that contains a replicator.
01:56But a replicator isn't 3D until we actually go in and enable 3D for the
02:01replicator in the Inspector.
02:03So select 3D, and we still need to go one step further.
02:09If you go up under Shape, click on the pulldown and now you notice we have an
02:13option for Box and Sphere.
02:15Let's change this to Box.
02:17What Box does is it creates a 3D box.
02:20See, now I have an option for Columns, Rows, and Ranks.
02:25Ranks is code for Z space.
02:28Now, to accentuate how this is moving in Z space, I'm just going to orbit our
02:32camera here a little bit, and you'll notice now they actually exist in true 3D space.
02:40Now, things might look a little confusing because we have this background color
02:44solid and this layer is just kind of randomly floating in the scene.
02:49Notice how it's kind of flat underneath our 3D replicator.
02:53Well, I want this color solid to always stay 2D in the background.
02:58So if you just click and drag down to the left, you'll get this plus button
03:03and when you let go, that just lets you know that you've moved the color to under group.
03:10And if you select that group, you can click on its 3D button and make it 2D again.
03:17Now all we need to do is just drag it to the bottom of our layer hierarchy,
03:21making sure to drag it to the left so it stays on its own layer.
03:25Now as we orbit around with the camera, our color solid is going to stay in the
03:30background and we can really kind of push things with our 3D replicator.
03:35Since this is a video clip, we can adjust the playback in terms of whether
03:40it's random or offset.
03:43So let's adjust the Source Frame Offset by clicking and dragging.
03:47Here, let's adjust it to around 10.
03:52Now you'll notice if we play our scene that each different replicated object
03:57is moving at a different rate of speed, because there is an offset from the
04:04start piece of video.
04:06We could randomize that further by randomizing this and choosing Random Start Frame.
04:13Now that's going to be extraordinarily random.
04:15Having the silhouette is kind of fun, but it's a little boring.
04:19What I want to do is actually have colors go all the way across the 3D replicator.
04:24In order to do that, we need to change our Color mode from Original to Over
04:29Pattern. I want this to change over the size of the pattern.
04:32Now, you notice I do have a color gradient and our silhouettes are still black.
04:39Now, the problem with this, the way the color gradient is applied, it's blending
04:43with the black video and you're not able to see anything.
04:47So what we need to do is actually change our black source video to white.
04:53We don't need to turn on visibility for this layer.
04:55If we just select our source video file and then go to our Library, under Color
05:01Correction, under Filters > Color Correction, you want to choose Colorize.
05:07Just drag and drop that directly to our source video.
05:11Now with that filter selected in the Inspector, remap black to white and click OK.
05:19Now, since we've changed our source video to actually be a white piece of video,
05:24when we select our replicator, no matter what we choose for the color range, the
05:30colors will be transmitted to each of the objects.
05:35So let's change the Color Gradient to something more like Dawn.
05:41Now, this is really kind of popping off the background. One thing that we can do
05:45to kind of blend things back is adjust the opacity.
05:49We can adjust the opacity within the replicator itself or just adjust the
05:54original source opacity.
05:55I want to select the replicator itself. And if you scroll around to your color
06:00gradient, click on this little square up here in the upper left,
06:04this will allow you to adjust the opacity.
06:06So I can bring the opacity down a little bit, and now we can see the
06:10layers overlapping.
06:12I like the effect that this is creating, but I want to accentuate it.
06:16So in order to do that, you want to enable Additive Blend for the replicator.
06:21Now I'm getting this kind of cool funky additive affect.
06:25So if I deselect our 3D replicator, I can go ahead and press play and you'll
06:30notice we have our animated video playing in the background, replicated over 3D space.
06:38I encourage you to continue tweaking this by keyframing some of the
06:43different parameters and really having fun with animating the camera and
06:49adjusting your keyframes.
06:51So if we deselect our replicator and try and play things back, you may notice
06:56things have slowed down quite a bit.
06:59So when you're working with a replicator, you're really going to have to utilize
07:02Motion's different tools for optimizing real-time playback.
07:06So in an instance like this, I would start by enabling a RAM Preview, Command+R.
07:12After the RAM Preview loaded, I'd attempt to see exactly what I'm dealing with.
07:17Now, if something like that is kind of slowing you down a little bit, you can go
07:20to your Render settings.
07:22Under Render settings, we could change the quality down, or we could select the
07:27replicator itself and press Ctrl+S to solo the layer.
07:32So when you're working in 3D, and specifically when you're working in 3D with a
07:373D replicator, make sure to optimize your playback, but definitely have fun and
07:44check out all the different options you can use to customize your 3D replicator.
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Creating particles in 3D
00:00As if particles weren't already cool enough, we can really kind of push things a
00:04little further by taking our particle systems into 3D.
00:09Instead of starting from scratch, let's convert a preset particle system to 3D.
00:14So if you go to the Library under Particle Emitters, I want to look at Sparkles,
00:20and the one we're going to work with today is Heavy Sparkles.
00:25When you click on that you will notice we have the bunch of particles that are
00:27coming out and they sort of fall down, and that is pretty perfect because we
00:32are going to eventually match these particles back into the 3D replicator that
00:39we just recently created.
00:40All right, so let's turn off those background layers and drag our Heavy Sparks
00:45preset right up into this layer below the camera.
00:49If I grab my camera and just orbit around here, I think you'll notice that these
00:56sparkles aren't very sparkly when we look at them from the side; as a matter of
01:01fact, they're pretty flat.
01:04So to enable 3D you want to select your particle emitter and navigate to the Inspector.
01:09And then under the Emitter controls enable 3D.
01:13Now if we orbit around our scene, you'll notice these particles do exist in 3D space.
01:22Now to take this step further, I want to take these particles and I have them
01:26match the replicator.
01:30In order to do that, let's change the particle emitter. Just like with
01:33replicators, there is a Shape option.
01:36So now that we have 3D enabled, there is the Box option.
01:40When we click Box it's going to now increase where the particles are coming from.
01:46It's not just creating one point and then replicating that point with all
01:50the particles; now they're all getting shot out from all these different
01:55places within the box.
01:57Now to match this up with a replicator a little bit better, I'm going to open
02:01the replicator layer and select the replicator and look at the dimensions of the box.
02:08So we have a width of 1166 and the height of 586, so let's set our size the same.
02:15Okay, and then for the Z Depth we have 652.
02:28Our systems are relatively lined up, but I know we only have 3, 3, and 3
02:35for this example of the replicator, so we'll do the same thing for our particle emitter.
02:42Just looking at the icons here you can see that things have started lining up a little bit.
02:47If I start to orbit around, you should definitely notice that the particles are
02:52in 3D space and they do directly correspond to each of the dancers.
02:58So now if we wanted to kind of push things even further, we could change the
03:04sparks in the particle emitter.
03:07If we go to the particle emitter and look at its options, you want to scroll
03:10down to the Cell Controls because the Cell Controls are where we can
03:15actually specify the color.
03:17This color option is here adjusting this one cell.
03:21So I just wanted to go to Color Over Life, and we can still have it start this
03:26pale yellow color, but let's have it change to kind of a dark orange as they get
03:31a little older, almost red, really dark, dark orange.
03:36To make things loud, let's enable our background purple layer and bring down the
03:41color of that just a little bit. We'll make it more of a dark funky purple. There we go.
03:47And to get a preview of what's going on, let's disable our grid view, 3D grid, and
03:54I want the camera to kind of spin around our system as we get a preview, so in
04:01order to do that, we need to add a camera behavior.
04:05I know we haven't covered this just yet, but follow along: adding a camera
04:08behavior really is not hard.
04:10Select the camera, go to the Library, under Behaviors choose Camera, and drag
04:16this Sweep behavior and drop it right on the camera. And if we jump to the
04:20Inspector, change that end from 30 degrees to 180 degrees.
04:27Now if we move our playhead back to the beginning, I'm going to load up a RAM
04:31Preview by pressing Command+R. The reason I'm loading a RAM Preview, we are
04:36going to be experiencing true 3D and thousands of particles spinning around in 3D space,
04:43so it's probably makes sense that you'd want optimize your system for playback
04:49just by loading this into RAM.
04:51So once this is done, we'll check things out.
04:55So as you can see, we've got particles emitting out of our dancers rotating
05:00around in 3D space, taking full advantage of the 3D capabilities of Motion.
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Creating text in 3D
00:00Animating type inside of Motion is definitely a fun process.
00:04When you add 3D on top of it, you can take something that's relatively
00:09user-friendly and make it amazingly dynamic while still keeping it
00:14relatively user-friendly.
00:16So to show you what I'm talking about, let's animate this word STUDIO here and
00:21open our Project panel by just pressing F5. And in here you'll notice we have a
00:27background layer that is currently living in 2D space.
00:32We have a group which contains our studio text, which is currently living in 3D
00:37space, and we have a camera in our scene.
00:40So with the camera selected, if you just orbit around the scene, I want you to see
00:44something with this type.
00:47Notice the type is facing the camera; no matter where I orbit around, it's always
00:53facing the camera. That's because when the type was created, we went under
00:58Inspector and in the Text section under the Inspector, there is the option for
01:04Text Rendering called Face Camera.
01:07What this does is it forces the type to always face the camera.
01:11See, with that deselected, I can now spin up and down, and notice I'm not seeing the
01:19type face the camera.
01:22So if you want to create some pretty interesting animations, just turn on Face
01:25Camera and then animate your camera, fly it around the scene, do all kinds of
01:30interesting things. You can create something kind of fun and something funky.
01:35I'm going to deselect Face Camera for right now, because I want to add a
01:41sequence behavior. I want to have this text flip around in 3D over the sequence of the type.
01:48Now to do that we can go to the Library and in the Behavior section, go down
01:53to text animation. This is one of the core types of animation for behaviors, Sequence Text.
01:59So if you drag that behavior right onto the word STUDO, now you notice I have
02:05Transform Glyph controls. And one of things that's really cool about this is the
02:10fact that I can automatically start distorting my type.
02:15Notice I clicked on the top rotation circle of the letter S and all the
02:21other letters moved.
02:22Well, that's because when you have a behavior selected and your playhead isn't
02:29automatically at the start of the composition, notice there are some different
02:35options under Sequence Text, the first one being Sequencing From. Really what's
02:41happening, it's sequencing from whatever transformation I sat with this Transform
02:46Glyph tool and since the playhead isn't all the way at the beginning of the
02:50composition, you're not seeing the distortion for the first letter.
02:54So if I rotate it now, I have a beautiful flip-up that's happening.
03:00Now I can compound this 3D effect by animating the camera, but I want to show
03:05you one more way to add parameters to the Sequence Text behavior. See, we've
03:11already flipped this in 3D space, but you can also go to the Parameter option
03:17here under Sequence Text in the Behaviors section of the Inspector.
03:22Down here we can animate the face of the type; or if we had an outline, we
03:27could animate that separately; if we had glow, we can animate that separately--you get the idea.
03:33So for the face of the type I want to have this kind of blur in, so let's go to
03:39Blur and crank up the value of the blur.
03:43Now if we move our playhead back to the beginning, notice the text is blurry
03:48and then it rack-focuses in.
03:51If we want to adjust the spread of this, just increase the Spread, and what it's
03:56going to do is force that animation to happen over two characters, three
04:02characters, you get the general idea.
04:05If you scroll down, look at all of the different options, you can create using
04:10Sequence Text: you can have it loop; you can have it hold once it's finished
04:15looping; you can have it wrap back and forth or ping-pong back and forth,
04:20Literally the possibilities are endless.
04:23The biggest thing you need to remember when animating type in 3D, you want to
04:27have the text layer selected, go to the Text options under Layout and pay
04:32attention whether you have Face Camera selected.
04:34Another thing you want to look out for is this Render Text option.
04:37So you can render in local 3D which will render faster, or you can animate using
04:45global 3D which will give you a cleaner animation.
04:48Now the last thing, you can flatten your text.
04:52Now keep in mind when you flatten it any 3D transformations that happen will be overwritten.
04:58So when you're dealing with text in 3D make sure you don't flatten the actual
05:03text rendering within the text layer itself.
05:06We've covered how to deal with text in 3D within the Text Layout options, but
05:10also be very aware of the group that the text resides on.
05:15You want to make sure that that group is a 3D layer, because if you switch that
05:20to 2D as well, yes, you'll get the transformation of the sequence text, but if
05:26you go to rotate your camera around the scene noticed nothing's happening
05:30because this layer doesn't exist in 3D space.
05:34See now when I enable 3D for the layer again I can animate the camera around, and
05:40notice I'm seeing the full effects of the 3D transforms for the text.
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12. Controlling Cameras
Working with cameras
00:00As you manipulate objects around 3D space, I think you might find it easier to
00:05actually use cameras to view the different positions of these objects.
00:10See, anytime you create 3D space in Motion, you can create a camera and move
00:16around that 3D space.
00:18It's almost like being your own director.
00:20So if we look at our project here, you'll notice I have a 3D scene and there is a camera.
00:25Now with that layer selected, notice I have two different view options here.
00:31If you're unfamiliar with the split views, just go to this button in the upper
00:34right-hand corner and adjust for horizontal split views 2-up.
00:39Now on the left-hand side I'm viewing the actual camera,
00:43so this is what the camera is viewing, and I have the second window here
00:48viewing the Perspective.
00:50This way I can orbit around the scene and notice I'm not moving the camera or
00:55the lights or anything else.
00:57Now one of the things I like to do is have the camera actually selected, so as
01:01I orbit around or pan through a scene, I can see exactly where the camera is
01:07and what its view is.
01:08Now to manipulate the camera directly, the first thing I recommend is opening
01:13the HUD. Press F7 on your keyboard, and in the HUD notice we have an option for Camera Type.
01:21So by default, cameras are set up as Framing cameras.
01:25And that basically puts the controls of the camera right here on this area of
01:30the camera view, known as the focal plane.
01:33Now if you increase the angle of view, notice the camera is going to get closer
01:38to that focal plane.
01:39And in doing that, it'll actually start to distort the image much like a
01:43fisheye lens would.
01:45One of the things I really like is the fact that you can adjust the angle of
01:48view and Motion will give you the actual focal length.
01:51So if you're familiar with things like lenses for your DSLR cameras, you'd know
01:56that 13.8 is a pretty darn wide angle of view.
02:00Now I can just bring this back out here.
02:02Let's set it to around 35 millimeters. Okay.
02:06Now at 35 millimeters I'm actually getting a good view of everything that's
02:12going on in the scene, including the camera itself.
02:16Now as I make adjustments to this camera, notice my upper view is refreshing,
02:21letting me know what's going on in the scene.
02:23Now sometimes as you move around, you may find viewing some of the other 3D
02:27objects a little distracting.
02:29So what I like to do is click on one of the alternate views and go to my View
02:33options here and just turn off my 3D Scene Icons only for the Camera view.
02:39This way as I move around in my perspective view, I can see exactly what the
02:43camera is going to see and I don't have to worry about being distracted by the
02:47lights in the scene.
02:48Now one of the great things about working with a Framing camera is it makes
02:53orbiting around an object extraordinarily easy.
02:56See, if I click on any of these circles around the outside of my control handles,
03:01it will allow me to adjust the rotation.
03:04And notice since I'm rotating around the center of my focal plane, it's giving
03:09me this beautiful arc around my scene.
03:12So if you think you're going to want to do some kind of arc like this around
03:17whatever it is that's in your project, you want to definitely look at starting
03:21with a Framing camera.
03:23Now the other kind of camera in Motion is the Viewpoint camera.
03:27And I view this just like as if I were holding a camera on my shoulder.
03:31See, I can bounce the camera up and down and it'll refresh up here in the scene
03:36and show me how the scene has moved.
03:39But one of the things you need to be careful of with the Viewpoint camera, as
03:43you adjust the rotation options, notice I'm getting a drastic change in what I
03:48can actually see in my scene.
03:51So if I can offer you a tip, anytime I go to adjust the rotational values or
03:56something, most of the time I'm dealing with the Framing camera.
03:59Now anytime I'm going to move the position of the camera, a lot of times I'll
04:04switch to the Viewpoint camera.
04:06Now there is one other big option here down at the bottom of the HUD I want you
04:12to be familiar with.
04:13And this is the Adjust Around setting.
04:15Notice there's a pulldown, and by default it's set up to the Local Axis.
04:19So the way this works, let's change our Camera Type back up to Framing, so we can
04:24see exactly where our control points are in the center of our focal plane, okay.
04:30Now since I'm off at this strange perspective angle, you can see I've got the Z
04:36axis kind of pointing off at an angle.
04:38It's not parallel to the Z axis of the origin at all.
04:42I could rotate this to make it a little more drastic.
04:45So as you can see, I've got my adjustments happening here just by clicking on
04:53the handles and rotating things around the Framing camera.
04:59But if you adjust around the World Axis, watch our axis control handles.
05:05When we choose World Axis, now the camera will stay at that angle, but I can
05:09move back and forth on the Z axis and it will snap in line with the Z axis of our scene.
05:16This is a great way if you have kind of a cool angle and you want to just run
05:20across a section of a scene, you could just keyframe the position of the Framing
05:25camera along the X axis here. Okay.
05:29Now we've looked at World Axis and Local Axis, the last thing I want you to pay
05:34attention to here is the View Axis.
05:36See, if I orbit around to the side of the scene, notice the Z axis is still
05:42pointed relatively close to the Z axis of the origin.
05:47But if I change the Adjust Around settings to View Axis, look what happens:
05:52now the Z axis is pointing directly at me.
05:55This is because it's looking at my view.
05:59So there are three different ways you can manipulate the camera around the scene
06:04just by adjusting the Adjust Around settings.
06:08Now in the HUD, there are ways you can control the camera as well.
06:12This well back here allows me to move back and forth along the Z axis.
06:17The Move option allows me to pan back and forth, up and down, throughout my scene.
06:21You'll notice these controls function in a very similar fashion to these controls.
06:26You'll notice these controls work in a somewhat similar fashion to the controls
06:30that I've been using in the upper-right section of the canvas.
06:34Now there's one last thing I want you to be familiar with with the camera
06:38before we move on to another video, and that has to do with these planes.
06:43See, there's a Near Plane and a Far Plane, and what this is going to do is
06:47determine exactly how much of the image the camera is actually going to see.
06:52And that value is going to be determined based on how far the image is away from the camera.
06:58So if I adjust the Near Plane, the camera is going to slowly start to crop out
07:03the visibility of the things that are closest and work its way back through the scene.
07:08Now one of the interesting things, as you adjust either of the planes, there are Fade options.
07:14So notice here on the edge the graphic is missing.
07:18I could adjust the Near Fade and fade that a little more and all of a sudden,
07:22it'll look a lot more natural in the scene.
07:25Now a lot of times people will do this as a method to trick you because they
07:29only created a solid of a certain size but they don't want your camera to reach
07:34all the way out to the edge of that solid to show people that, hey, this isn't a
07:39fully never-ending floor;
07:41it's just this one here and it ends because we've set up the options for the Far Plane.
07:48So if we go to the Far Plane options, let's drag this back to the left and
07:52notice again the plane is moving in direct relation to how close it is to the camera itself.
07:59So if I drag the Far Plane into my scene, notice it's definitely dimmed my
08:05upper scene here a little bit.
08:06If we adjust the Near Plane, we can pull it back out and adjust the Far
08:11Plane back in again.
08:13And sure enough, we'll see the Far Plane start cropping in on our image.
08:18Now if that's the case, just don't panic;
08:20increase the Fade options.
08:24So to recap, there are two different kinds of cameras.
08:27There are ways of viewing exactly what's going on in the scene with split view.
08:32We can reset what camera we're actually viewing things through the Camera
08:37pulldown. And in the upper right, we can adjust how we're viewing things by
08:41adjusting the 3D View tools.
08:44Now I know we've covered a lot in terms of how to actually manipulate and
08:48position the cameras.
08:49One of the things I'll encourage you to do is take some cameras, drop them into
08:53your scene, and actually switch between multiple cameras so you're not
08:57constantly having to jog around the perspective view like I've been doing for
09:01the last few videos.
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Creating depth of field in a composition
00:00Enabling depth of field will take your projects from "Hey, that looks pretty cool"
00:04to "Oh my goodness! Look at that!"
00:07Last I checked that's a pretty good thing, because honestly, any little
00:11thing you can do to add polish to your animations will help set you apart.
00:15Now if we look at our project here, you can see it's a very basic project.
00:20All it is, we have the camera and then we have three objects in our scene
00:26and then one object that's kind of laying lengthwise down the side of our scene here.
00:32Now, depth of field is going to add just a little bit more interest to what's
00:36going on here, because right now I've got her name in the background, which is
00:39pretty large and dominant, and I've also got her standing here. And yes, we do
00:45have some leading lines that draw our eyes to this general area, but there's
00:49no dominance as to whether I should be looking at Jess or her name or the
00:54graphic or whatever.
00:55So the depth of field is going to help lead people to that.
00:59To enable depth of field, make sure the Camera layer is selected and then in the
01:03Inspector, go to the Camera section.
01:06In there we have Depth of Field underneath the Camera Controls.
01:10So make sure to go to the right side of the bar and say Show if you're not
01:14already seeing these options.
01:17Now the fastest way to see depth of field is to just crank up the Depth of Field Blur Amount.
01:22I am going to crank this up to around 75 and just wait a second see what happens.
01:27See, depth of field is rather processor intensive.
01:31So notice the second I dragged that, it took a minute or two and notice
01:34it's still blurring.
01:36Now, we've got this cool blur, but how do we know what's in focus and what isn't?
01:42That's when you start adjusting the Near Focus and the Far Focus.
01:45So if I drag the Near Focus to the right, notice this yellow line that pops
01:50out to letting me know that focus is now starting to move back closer towards my camera.
01:56That's the near plane of focus.
01:59We can do the same thing with Far Focus; if we just click and drag, it starts
02:03dragging out to the right.
02:04Now we are doing little bit of a faux pas here in that
02:07we are actually using the perspective view to figure out how the focal plane
02:12lines up with our objects. And to be quite truthful, you very rarely, if ever, want to do that.
02:19Most of the times when you do things like this
02:21you want to go ahead and lay things out from a perspective that doesn't really
02:26have perspective, like the top.
02:29These are called orthographic views.
02:31Now in the top area here notice I have my camera and I have its angle of view,
02:37its focal plane, its Near Focus, and its Far Focus.
02:41It's pretty straightforward.
02:43Well, if I want to adjust, let's say, do kind of a rack-focus here, the
02:49parameter that you want to look at moving is Focus Offset.
02:52Notice as I drag that back to the left, it's now bringing the focus closer
02:57back to the camera.
02:58Now if we drag this back out to the right, you notice we can set focus to be
03:03significantly farther along.
03:05So all the while you have to wait for the refresh to happen.
03:09Now if you're having issues waiting for this refresh to happen, you can go in
03:14under your Render Settings and change the quality from Best to Normal.
03:18A lot of times that will definitely help with speed.
03:21So if I were to try and create a rack-focus right now, what I would typically
03:26adjust is the Focus Offset.
03:28If I drag this back to left, again it's going to bring sharpness to the
03:32front part of my image.
03:34Now this option here, Filter, as you are first working and your kind getting your
03:39depth of field settings set, you want to leave this set to Gaussian.
03:42But if you think you are going to be away from your computer for a little while
03:45and you know you've got a little time for render, go ahead and change Gaussian
03:49to Defocus before you do your final output.
03:53So if we further analyze the camera and its depth-of-field settings, you'll
03:58notice that now I've got Jess kind of sharp here in the front and now this
04:03background color line is still leading our eyes over towards Jess, but since her
04:08name is out of focus
04:09and that's slightly out of focus, it's not nearly as distracting.
04:13Now obviously you can see how to keyframe each one of these parameters just by
04:18clicking on the Add keyframe button, but there is an actual behavior that's
04:24set up to help do rack-focuses as well and we will explore that later in the chapter.
04:30But it's really important, before you start getting into camera behaviors and
04:34other things like that,
04:35you have to understand exactly how to view the camera and what elements you are
04:40actually looking for when you're attempting to make adjustments.
04:44So again, if you want to draw your attention to a specific area of the image
04:49without necessarily having to redesign everything, you might want to consider
04:53enabling Depth of Field.
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Using camera behaviors
00:00If you've ever struggled to animate your camera in a 3D environment, fret not,
00:07because there are things called camera behaviors, and they do nothing less than
00:11make your camera actually behave. It's truly amazing.
00:15I know I sound completely ridiculous right now, but honestly, if you've ever
00:19struggled with moving your camera in a 3D environment this will change how you view things.
00:24So let's get started by scrubbing through our project here.
00:28And you'll notice I've just got a couple of spheres in 3D space, and as I scrub
00:34through here, we've got some letters that are kind of floating up that reveal our
00:38title, saying "Everybody Dance Now."
00:40Now I could definitely load this up into a RAM Preview, but I just wanted to
00:45see if everything was staying relatively the same in terms of where it is
00:50within the environment.
00:52The reason I wanted to know that, we're going to fly this camera in towards the
00:56scene and then we're going to have it kind of spin around to the left.
01:00Now using keyframes we could definitely do this, but you know when you change
01:05directions with keyframes sometimes there are some funny things that can happen:
01:09keyframe interpolation shifts, all kinds of things.
01:12So let's check out how behaviors can handle this.
01:16First let's work on the move in.
01:19Now since the camera's already relatively close to where I wanted it to be in
01:24when we start to spin, I'm going to select the camera and just move it back out.
01:29Now as I'm looking at this, I'm kind of wondering if that orientation is
01:33correct for this camera.
01:35So let's open up the HUD, and notice it's set up as a Framing camera, that's
01:41fine, but ah, okay, here it's set to adjust around the World Axis and I want it to
01:47move on a Local Axis,
01:49meaning, as I move it back in Z space, I just wanted to move straight out in the
01:54direction of the camera.
01:56Now if you're having problems with how slow the refresh is on your system,
02:02you want to go up to your Render settings and change your Resolution from
02:06Full to let's say Half.
02:09And honestly, we don't really need the shadows or the reflections just yet,
02:15because all we're working on is the move in.
02:18So go ahead and feel free to turn those off, and now we can work on applying
02:24our camera behavior.
02:26If you go to the Library tab--and let me close my HUD here--go to the Camera
02:31section of the Behaviors, you'll see we have Dolly, and this moves the camera
02:36forward or backwards in 3D along its Z axis.
02:40Well, as luck would have it,
02:41it's definitely pointed to the scene on its Z axis.
02:44So let's drag and drop the Dolly behavior right there onto the camera.
02:49Now notice when we applied the Dolly behavior it automatically went the
02:54length of our comp.
02:55Now I don't want this Dolly to go over the entire length of the comp, so I'm
02:59just going to drag the right edge of the behavior and drag it back to the left.
03:04Now notice as I did that it actually sleet the entire layer, which isn't
03:08quite what I want to do.
03:09So I'm just going to undo those last two moves, and I'll move my playhead down
03:13to around 2 seconds in the Timeline and just press O. That way it trims the out
03:20point of that Dolly move.
03:22Now if you scrub through and notice there is no move happening, it's probably
03:26because we haven't set a value for this Dolly move.
03:30So if we open the HUD, notice, yeah, we have Distance is set to 0 and the
03:35Speed is set to Constant.
03:36Well, let's make this move in, so we'll drag towards the right in a positive
03:43value, and let's place our playhead towards the end of the behavior.
03:47That way we can see exactly where it's going to be when it stops.
03:51Now one of the nice things about the Dolly behavior, the fact that when it does
03:54stop the camera stays exactly where it was at the end of the behavior.
03:59That's a really good thing.
04:00So just so our playhead is right at the end of the out, I'm going to press
04:03Shift+O, and that will move our playhead right there.
04:07Now I'm just going to zoom in a little bit more.
04:10So when you have a situation like this where the zoom is kind of moving
04:13drastically if you hold down Option and just click on the left or right side,
04:18you'll get to move in one-point increments.
04:23That's one way of scrubbing a little more slowly.
04:25Now this is looking relatively okay, so I'll just leave this alone.
04:30The only other thing, typically speeds set to Constant look very robotic, and
04:36that's not what we want.
04:37So let's adjust the Speed to Ease Both.
04:40So what that's going to do is make it move much more like a car. When you leave
04:44a stop light, you accelerate, and then when you hit the next one you just slow
04:47back down again or, at least I hope so.
04:49All right, so let me close the camera dolly and we can load up a quick RAM
04:55Preview here, just to see what we're dealing with.
04:57I'm just going to press Command+R, and notice when I press Command+R it's loading
05:01up a RAM Preview of my active view, which is this one down here.
05:05So I'm not really going to see what the camera is doing, but that's fine.
05:08I'll get to see its overall movement kind of as a third-party viewer.
05:13So yeah, that looks pretty neat.
05:15Now I want the camera to start spinning around towards its left.
05:20Now to do that, in the camera behaviors, we can do a sweep.
05:25A sweep rotates a camera around an axis.
05:28Well, let's apply it. Drag and drop it right to the camera, and since I want
05:33this to actually start towards the end of the dolly, I'll select the Dolly
05:39behavior and press Shift+O to move my playhead there, and we can select the
05:44Sweep Behavior and press I to trim the in point.
05:48Now I do want there to be a little bit of an overlap,
05:51so I'll just drag the sweep back to the left, and notice on the right-hand
05:55side of those values. It's letting me know exactly how many frames I'm overlapping here.
06:00So our composition is 29.97 frames, so I'll have it have a 15-frame overlap, which
06:08will be roughly a half a second.
06:10Now notice the sweep is headed in the wrong direction.
06:15So we can fix that easily enough by pressing F7 and instead of having it end at
06:2130 degrees, we'll have it end at -30 degrees.
06:25Okay, again with the Speed, we will Ease Both, and as I'm looking at this, I am
06:32realizing that we might need to do a little bit of a tweak to our move, but I
06:37think so far we're doing okay.
06:38Now this time I want to see exactly what the camera is going to see.
06:42So let's select the Active Camera and press Command+R to load up a RAM Preview.
06:46All right, so now that our RAM Preview is loaded, we can go ahead and check this
06:50out and move the mouse here.
06:52Well, that's looking kind of interesting.
06:56The only issue, the type is floating out of the scene.
07:01Now there are two ways I could fix this.
07:02I could sit here and keep tweaking with the camera behaviors, or I could just as
07:07easily select the type layers and shift them over to the left.
07:13Now since the last set of behaviors worked out so well, why don't we not
07:18chicken out and actually apply one more behavior to make sure that we get this
07:24animation set up the way that we want?
07:26I want to use the Framing behavior, so let's drag and drop that right on top of the camera.
07:31Now, for the framing what I want to do is frame our type layer.
07:37So I'm going to drag the type layer by clicking on it in the Layers panel and
07:41drop it right down here in the Target well.
07:44Now when I do that, that's going to frame my key subject.
07:48Now you can set a bunch of different options as far as how it's going to frame
07:54its orientation, you can adjust the transition, but let's just see what happens
07:59with this default setting.
08:01Move our playhead back to the beginning,
08:03press Command+R, load up one last RAM Preview and see what our scene
08:08actually looks like.
08:09And I think you'll be kind of surprised to see exactly what happens.
08:14Now it's kind of given us this funky pop, and the reason it's done that, it's
08:19kind of fighting between the different options, and also the Transition is set to Constant.
08:26Now if we adjust that, I think we could probably tweak this a little bit more.
08:32So let's Ease Both and if we let Motion keep playing back, we'll actually get a
08:37little bit of a preview, so we can see exactly what's happening here.
08:41And now you notice, yeah, I still have that pop, but it's not nearly as bad as it used to be.
08:48If we just adjust maybe the Position Transition Time, maybe it won't be so bad. So here we go.
08:59Cool! Let's adjust the Rotation Transition Time.
09:02Let's have it rotate a little later.
09:03Okay, and then lastly, we can adjust the ease-out time.
09:14That will be how it eases out of this behavior.
09:19Now notice it framed the specific text itself, and as the text is rising, it's
09:26making the camera rise.
09:27So it's a pretty interesting behavior, but it is something that can definitely
09:32be of service when you've got a basic move set up and you want to tweak things
09:37just a little bit more.
09:38As you can see, when you start working with cameras and behaviors, even if you
09:43layer them one right on top of the other, you can definitely get some pretty
09:47amazing animation results with just a little bit of drag-and-drop.
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Create interest with the Focus behavior
00:00The Focus behavior is one of those things that take something that used to be
00:04rather tedious and makes it pretty brainless.
00:08Honestly, once you've got your depth of field set up with your camera, applying
00:12the Focus behavior is literally just a matter of drag-and-drop and just
00:17trimming your outpoints.
00:18So to show you what I am talking about, let's look at our project here.
00:22Now notice I have it set up with a two-view up.
00:25I want you to be able to see the overhead view of what's going on in the scene,
00:29so you can see the exact depth, as far as the distance each object is away from the camera.
00:36This is the edge of our camera right here.
00:38If I zoom back out here, you can see the full range of what the camera
00:43is actually seeing.
00:47But if we go back and check out our Library, we can find, under Behaviors, under
00:55Camera, there is the Focus behavior.
00:58Now the definition says it changes the focal distance of a camera to stay
01:02focused on an object, and that's pretty much it.
01:05So if we drag this Focus behavior and drop it right onto the camera, it's going
01:10to take a second to process, but once it processes that behavior then it's going
01:15be asking us, which object would we like it to focus on?
01:20So if you are unfamiliar with setting up depth of field, you want to definitely
01:25look a little earlier in this chapter and look at the video on depth of field
01:30because I'll show you how this got set up and how it's all represented, but for
01:35now, let's deal with the behavior.
01:38So now that the Behavior is applied, all you have to do is press F7 to open up
01:42the HUD and get your drop well.
01:45So in here there's a drop on next to the Target.
01:49So what's going to be the target?
01:50Well, I want this word DANCE in the background to be in focus.
01:55So if we open our graphics group and move the HUD down a little bit, you can see
02:00there's our DANCE layer.
02:02So if we drag it and drop it right over our drop well, you'll see the curved
02:06arrow letting us know that it can be dropped in there.
02:09And it will take a second and then figure out, okay,
02:12that's what we want to focus on.
02:15Just so you can see how the scene is set up, you can see the word DANCE right
02:20there in the top section--here let me zoom in just a little bit, so you can
02:23see a little better.
02:24You can see the word DANCE in there, but if we go and look at our dancer, she's right here.
02:32The amount of space between this word and our dancer isn't that much, but when
02:39you're talking about a shallow depth of field, it will make a difference.
02:44So, when you have the camera selected, I want you to notice these three planes.
02:50These were created by adjusting the focus on the camera.
02:54So I am going to close the HUD and just open the Inspector here. And under
03:00the Camera options for the Inspector, here we have Focus Offset, Near Focus, Far Focus.
03:07The Near Focus is this plane right here; the Far Focus is that plane.
03:11This right here in the middle is your Focus frame.
03:15It's exactly what's going to be in focus.
03:18If we go ahead and play this animation, it's going to transition the focus from
03:24our dancer here to that word.
03:26Look at how long the behavior is taking.
03:29It's going to take the entire composition.
03:31And if we look at the options for the behavior, notice the Transition is set to 50%.
03:37What that means is, at 50% of the time it takes to create this entire behavior,
03:43that's one that's actually going to be in focus.
03:46So our word DANCE should be in focus about halfway through the length of this behavior.
03:55So of we drag our playhead right to the middle of the composition, notice that's
04:00when the focus stops moving.
04:04If I let go the playhead and just wait for a second, eventually the active
04:08camera will refresh and you'll see that our dancer will be out of focus and the
04:13word DANCE will be in focus.
04:15When you have something that's this blurry, once that blur actually
04:19happens, when you have something that's this blurry, you can actually play
04:23some games with the scene.
04:26What I mean by that, if we wanted to get a little silly with this animation, we
04:30could have it focus back on the word DANCE and then we could literally cut from
04:35an animation of one silhouette dancing to about ten silhouettes dancing.
04:40And then when we focus back, instead of it being one person dancing, it would
04:43be ten people dancing.
04:45So it's kind of fun to play with your Focus options when you have stuff like that set up.
04:52Since our person is directly in front of the word DANCE, another thing I would
04:57like to do is actually just keyframe her opacity here,
05:02so when the focus shifts to the word DANCE, she's a little more transparent.
05:09One thing I want to set with our Focus behavior before we check out our RAM
05:13Preview here, if you go to Speed options, change it from Constant to Ease Both.
05:19This way as it adjusts the focus from the foreground to the background, it's not
05:24just going to snap into focus.
05:26It will look like a smooth transition to and from a starting and stopping point.
05:33To keyframe our opacity, I'll just turn on Automatic Keyframing, move my
05:37playhead to the beginning, and select our DANCER layer. And in the Properties
05:43area, we will just slide the Opacity up and down.
05:48And then right about here, halfway in our composition, we will bring the Opacity
05:54for the dancer down.
05:56Now I can turn off my Automatic Keyframing and even though things
06:00haven't refreshed in my window, I am just going to move my playhead back to the beginning.
06:05Make sure to select the camera and now if we change to a one-up view, we can
06:12go ahead and run a RAM Preview and check out exactly what's happening with
06:17our Focus behavior.
06:18We've just finished our RAM Preview, so I'm going to deselect our video layer,
06:24just so we don't have the control handles, and press the spacebar, so we can see
06:28what our rack focus looks like.
06:30I think it looks pretty good.
06:37Now understand, when you're working with the Focus behavior--I am going to go to
06:41the Behaviors section, so you can check this out--
06:43there is the option to control the focus, which makes perfect sense. But in terms
06:49of the actual camera blurring the image through the different options for the
06:54depth of field, there are settings under the Camera settings under Depth of
06:59Field for the Filter.
07:01Now the reason I am bringing this up, when I click on this pulldown there is an
07:04option for Gaussian and Defocus.
07:07As I'm working with anything that has to do with depth of field, usually I leave
07:11this set to Gaussian, but if I were going to export this, I would change this
07:15filter from Gaussian to Defocus,
07:17So I could get a slightly different bokeh, or blur, to the image, and it just makes
07:22it look that much more like a real camera rack-focus.
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Animating cameras with camera framing
00:00Camera framing doesn't really sound that exciting, but I have to say that it is
00:05one of the true unsung heroes of Motion.
00:08Anytime you build some graphics and you need to tie two different elements
00:13together and they exist in completely different spaces in 3D space, you might
00:18want to try using the Camera Framing behavior.
00:21If we look at our project here, you'll notice I have two cameras set up.
00:25The reason I have two cameras,
00:27I have one set up so I can just easily switch back to an overview of all the
00:32graphics I have in the project.
00:34So if we go to our Camera pulldown here in the upper-left corner of the
00:38Canvas, notice I have Active Camera, a camera called OutsideView, and then a
00:43camera called Camera.
00:45Usually I leave one camera called Camera, and that's the one that I use for my
00:50final output, and then any of the other cameras that I name I just name them
00:56basically what I think they are.
00:57So this is kind of like an OutsideView of everything that's going on in the scene.
01:01Now, we can't see this because we need to press Shift+Z to resize the Canvas,
01:06and here you can see I've got one cluster of graphics that my camera is looking
01:12at, and I then I have another cluster of graphics that are over here.
01:16Now, I need to do a camera move from this point to that point.
01:21The cool thing about this, I am going to do this move without using any
01:25traditional keyframes.
01:26We'll do this just using a behavior.
01:29But before we do that, let's make sure we're actually in the right camera view, so
01:33we can see exactly what we're going to be applying our behavior to.
01:37So let's switch back to our camera view here, and now we can go to our Library,
01:44under Behaviors. Under Camera, let's choose Framing.
01:50Just drag and drop it right to the camera that we're on right now.
01:54Now, the Framing behavior when you first apply it seems pretty innocent. If you
01:58go to the Inspector here, under Behaviors, it just gives you a target, and then
02:02there are a couple of different options here.
02:04But once we start expanding these options, you'll notice how things continue to just grow.
02:10The Target, let's choose what we want our camera to animate towards.
02:14Now, you notice the second I clicked off the behavior, I can no longer specify that well.
02:21So let's select the behavior and lock this window by clicking this lock here.
02:29Now I still have access to this drop well next to the target, no matter what I
02:34select in my Layers panel.
02:36So here I want to move to this vertical layout of the graphic, so I'll drag that
02:41and drop it right into my Target well.
02:44And as you can see, the move has already started to happen.
02:49I have my playhead here at 22 frames, and it automatically started to try and
02:54create a move between the two graphics.
02:57And it did a pretty good job, other than the fact that this is not the right orientation.
03:03So to fix that, we can make adjustments to the Target Face or the Up Vector.
03:09The Target Face, this is just telling me what axis is pointed towards the camera.
03:17And right now the front is the +z value, which is correct, so I'll leave that alone.
03:23Let's look at the Up Vector.
03:25You can set the Up Vector based on the target, which is what we're looking at
03:29here, and/or the World, which is in orientation to this grid here.
03:37Let's start with the target.
03:39As I'm looking at the target's control handles, as we look at our target, notice
03:45how the handles are oriented.
03:48See, I have X and Y here, and I can kind of see that green is Y, because this
03:54is a rotation handle and it's always going to be in the middle of these three circles.
04:00So the X axis is pointed down, which is a negative value.
04:04So let's start by choosing Target -X and see what happens. And sure enough, our
04:10deductive reasoning has figured it out.
04:13Now, if we scrub with our playhead back towards the beginning here, notice the
04:17animation actually kind of works.
04:21We could load up a RAM Preview of this and see what things look like, so why not?
04:27Just pressing Command+R, and pretty quickly here our system will load up the RAM
04:33Preview, and we can check out exactly what things look like. All right!
04:38Let's check it out.
04:45Hey, that's looking pretty cool.
04:48I sort of like this move, but we can definitely tweak things.
04:52It's a little too linear for my personal taste,
04:54so what I am going to do is pause playback here for a second and get kind of the
04:59bird's-eye view by switching our cameras back to this OutsideView camera.
05:03Now, if we select our camera that contains the behavior, we'll see what the
05:08camera looks like here in our Canvas.
05:12Now, don't panic if you start getting the pinwheel; it just means that the
05:16project is rendering all these little particles and things that are in each one
05:21of these graphic builds.
05:23You can see the arc of our animation.
05:27Now, you can adjust the Framing Offset.
05:29The Framing Offset just adjusts the final placement of the camera as it frames the object.
05:36I liked how that was set up, so I am going to leave it alone.
05:39One thing you might want to look at is this Path Offset.
05:42See, this is a motion path that was created and if we adjust the offset by
05:48clicking and dragging on one of the numbers, let's click and drag--
05:51I'm dragging to the right here--and we'll click and drag the Y axis to offset
05:58to a value of 2000.
05:59Let's just see what this looks like.
06:02Now, it's going to take a second to render the scene,
06:05but you should notice a significant difference in how the animation actually happens.
06:11Notice now I'm getting this kind of crazy animation.
06:14And if we scrub through, you'll see the camera kind of spins up and then orients
06:19down. It kind of gives that a crazy roller-coaster effect.
06:22Now, to see what this looks like, we can just switch back to our camera view
06:25here, and rather than loading up a RAM Preview, let's just go ahead and see if
06:30we can watch a playback to see exactly what it looks like, just by pressing the play button.
06:39Now, up in upper-left corner here I'm looking,
06:41it's only showing me 6, 7, 8 frames a second.
06:45I think that that's kind of cool how it landed sort of harsh, but I really don't
06:49like how it's out in the purple by itself for an extended period of time.
06:53So I'll just stop that playback here and switch back to my OutsideView camera
07:00and change my Path Offset on the Y axis back to 0.
07:04Obviously, this Path Offset at 2000 was a little ridiculous, but I just kind of
07:10wanted to show you how much you can adjust the actual move of the camera itself
07:15by adjusting the Path Offset parameters, so I'll set this back to 0 here.
07:20For the Orientation, you can have it set to Orient to Current, which is
07:25currently how it's trying to orient the scene, or Orient to Final.
07:30Let's see what the difference is.
07:32See, when you say Orient to Final, what it's going to try and do is get that
07:36orientation as close to the final placement as it can, slightly before the final transition.
07:46So here, notice the camera is tilting and orienting rather quickly because,
07:52again, it's trying to get that final point a little more quickly.
07:59I'll leave this set up like this, but I want to adjust the Position Transition
08:04Time and the Rotation Time.
08:06Let's drag the Position Transition Time back down to the left.
08:11What these percentages refer to are how long it takes to actually get to that transition.
08:18For example, that means a value of 50% means the overall length of this behavior--
08:24let's say it's 10 seconds--at 50% Transition Time, at 5 seconds it will reach
08:32where it's supposed to be.
08:34Now, if I make this faster by choosing a smaller number, notice we'll get this
08:39kind of crazy jerk that happens here in the scene.
08:43So instead of making the position move faster, let's make it move a little bit
08:48slower, and we'll have the rotation move a little bit faster.
08:52This way we'll see the camera start to rotate before the move actually starts to happen.
08:58Notice we get a nice arc here and the camera looks like it's kind of peeling out.
09:02This will give us more of kind of like a dog-fighter view, where the plane is
09:06just sort of banking really hard to get to our next view.
09:11Let's preview what this looks like really quickly by switching our cameras back
09:16from the OutsideView to the Camera view.
09:23If we move our playhead back to the beginning, we can watch a preview of our
09:26animation. And notice the rotation is what's happening first and then the
09:33position, and we're getting this kind of more flight-like pattern as we zoom
09:38right into our graphic.
09:41I don't like how it just kind of slapped to where it was, and that's when I can
09:47turn around and adjust the offset of the path apex.
09:51But as you can see, I can sit here and make adjustments to this all day.
09:56The one thing that I do want to tell you before we wrap this up is, make sure
10:02and pay attention to the transition.
10:04Most of the time when you're trying to create an animation, whether it's a
10:08camera move or something moving in the scene, you don't want this really harsh
10:13transition unless you're trying to create something rather mechanical.
10:16So most of the time when I do these framing moves, one of the first things I'll
10:21do is adjust the Transition to Ease Both.
10:24Then you can look at Ease Out Time or the Ease Out Curve and see exactly how
10:29smooth the transition is as it eases out of being still and back into its final placement.
10:36So to wrap up, the Framing behavior does have a lot of different options.
10:41Just to understand, when you get ready to start working with the Framing
10:44behavior, you might want to go to your Render options and adjust the Resolution
10:48down, or the Quality, down a little bit, so as you make your changes, you can get
10:53more real-time previews happening faster and faster.
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13. Working with Audio
Adding and adjusting audio
00:00Now if you're looking at this project, you might be thinking to yourself, wow,
00:05that is a really dark, dark Canvas, and yes, it is.
00:09It's honestly one of the most intimidating things that just about any designer can face.
00:15The limitless possibilities that get created by a blank Canvas.
00:20So, a lot of times, if I'm stuck, like a client goes, "Yeah, uh, make something cool,"
00:26first I'll look at them like they have lost their mind, but secondly I'll
00:29probably get a little excited, because that generally means I get to do pretty
00:33much whatever I want.
00:34Now the reason I'm talking about this in the audio chapter, I personally like
00:38to use audio to inspire my visuals, kind of like MTV, when they used to play music videos.
00:44So now what we are going to do is create our own little visuals to match up with
00:50some audio, but before we do that, we need to actually get some audio into our
00:54projects and get comfortable editing it.
00:57So if you navigate in your exercise files, in the Media folder, under Footage,
01:03you'll find a folder for Music, and in here we have two WAV files.
01:08Now, Motion supports uncompressed formats like WAV and AIF, and it definitely
01:14supports AAC as well.
01:16Just understand, if you bought a track on iTunes that was copy protected--not
01:22iTunes Plus, but the original iTunes-- you probably won't be able to import it
01:27into your project, because it's copy managed, but in general when you're working
01:32with audio, you want to try and work with uncompressed audio sources anyway.
01:36So that's why we're working with these WAV files.
01:39Now, you notice there is an audio setting for this 44 1 16-bit Stereo, same with this one.
01:46Now up in the top of our File Browser, you can also preview the audio.
01:50If you just hover your mouse over the window, you can press Play and listen and
01:56if you're not hearing anything, you want to Click this button.
01:59(music playing)
02:06Okay, you get the general idea.
02:08You can do the same thing for the other clip. (music playing)
02:16So this is just muting the playback of the actual clip up here.
02:21The reason you may want to mute this, sometimes when you're kind of messing
02:24around and browsing through different files you may not necessarily want
02:28to listen to all of the different things that Motion will automatically
02:32start playing for you,
02:33so that's why you've separate controls like that.
02:36Now, I can import audio a couple of ways.
02:38We can select the WAV file and then drag and drop it right into the Canvas.
02:43That's honestly the one way I recommend you work with audio.
02:48The reason being this:
02:49if you drag and drop something directly into the Canvas and there is no video
02:53applied, it will just drop the audio wherever it can go.
02:57Now, I have my project set up so any piece of footage that I drag into the
03:02Canvas will automatically start at the start of the composition.
03:07Now, if you didn't change your Motion preference for that, just jump into the
03:11Motion > Preferences section for a quick second, and then I believe it's under
03:16the Project settings.
03:18You want to go to Create Layers At and make sure Start of project is selected.
03:24This way if for some reason you know I had the playhead parked down here and I
03:29dragged my audio clip in, it would still put it at the head of our composition.
03:34Now what if I want to drop a second audio track in?
03:37Well, I can definitely do that, but let's preview the audio that's in our comp right now.
03:42I'm just going to make sure we have the Timeline area over here selected and press my spacebar.
03:47(music playing)
03:53So as you can see, I'm hearing the audio.
03:55If you couldn't hear the audio, you want to make sure this button down here is
03:59active in the lower-left section.
04:01Now if you want to actually see your audio tracks, open up the Timing panel by
04:05pressing F6, and you should see audio down here in the bottom.
04:10If you don't, you want to go to the lower-right corner of the interface and make
04:14sure that audio is enabled, so you can actually see it.
04:18Now if you right-click on the audio track, you can make sure that it's active
04:24you can mute it, or you can even solo the audio track. Or if you choose Reveal
04:28Source Media, what it will do is open up the Media tab and allow you to select
04:34the audio track, so you can check it out in the Media section of the Inspector.
04:39See, here is where I can actually browse and see all the information
04:43associated with that file.
04:45Now there is one more tab here in the Layers pane, and that's the Audio tab.
04:50Under Audio, let's collapse the Inspector for now, press Command+3 and this way
04:58I can drag out to the right and just make sure I have enough room for my audio.
05:02If you look at the Audio section here, I can drag the volume down or up for the
05:09individual track, and I have volume control for the Master track.
05:14Now adjusting this or adjusting that really doesn't make a difference when you
05:18only have one track.
05:21So let's add a second track.
05:22I'm going to press Command+1 to open up my File Browser again, and this time
05:26when I drag the WAV file in, I'll drag it right to the Audio tab.
05:31Now when I let go, that, too, is going to be added to my Timeline.
05:36Now if I press the spacebar, you'll hear both audio tracks right over top of each other.
05:41(music playing)
05:47So we could go in here and actually adjust the volume of each individual track
05:52and decide what we want, and what we don't want, or we can just adjust the
05:57overall volume down here with my Master track.
06:01These buttons here control the pan, so you can pan the audio to the left
06:05channel, or you can pan it back to the right channel. I'm just clicking and
06:08dragging up and down to have that move around. (music playing)
06:19There, we are not seeing much of a difference with this, and that's just because
06:23they're all mixed to one specific 50% for both, but you get the general idea as
06:30to how to make adjustments here within the Audio section.
06:34Let's look down here in the Timeline.
06:36Now you can slide audio in the Timeline just by clicking and dragging on
06:41it, and it works just like video. As you click and drag, you'll get these
06:45wonderful contextual menus that pop up and let you know exactly how far
06:49you've dragged that clip.
06:51Now what if you want to fade from one audio track to another?
06:55Well, there is no behavior just for fade for audio, but there is the option of keyframing.
07:01So, let's see where we're at right now. (music playing)
07:09So things are all over the map.
07:11Let's just drag and see if we can get this closer.
07:14(music playing)
07:30So as you can see, there is a fair amount of editing that can be done as you're
07:40working with the audio, but to fade from one to another,
07:43let's move our playhead to the beginning of a track.
07:47Now, if I hold Shift as I drag, notice the playhead will snap right to the
07:52beginning of that audio track.
07:54Now we can enable automatic keyframing and with this faze track selected in my Audio section,
08:01I can go up here and drag down.
08:03Notice my keyframe was added.
08:06Now if I move my playhead further down the Timeline and just drag my audio up,
08:11you'll notice now I just did a fade-in.
08:15Now to fade out the other audio track, I'll just select that audio track here
08:19and do a quick scrub.
08:22Let's scrub that up, and then we'll move our playhead back to the beginning, and
08:27we'll scrub this down.
08:28Now, I actually did this in reverse. I've got two fades.
08:32So you can actually just drag keyframes out and over top of each other just by
08:38clicking and dragging with your mouse.
08:41Now, I can trim that out point of this second audio track, because it's not loud anymore.
08:47So just press O and that will trim that outpoint.
08:51So now if I play from the beginning, you'll hear just a quick a little bit of
08:55this first Hiphop track, and then it will fade into the next one.
08:59(music playing)
09:05Not quite Friday night at the club, but I think you get the idea.
09:09So when it comes to actually editing audio inside Motion, it does have some
09:15decent capabilities.
09:17Honestly, I just like to use it for inspiration.
09:19So, the next time you get stuck trying to come up with something new, why don't
09:23you try dragging some audio into your project and see where it leads?
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Adding audio markers
00:00Okay, now whether you are gifted with rhythm or not, you probably want to start
00:06using markers to actually time out your animation to match audio.
00:11It's not uncommon to have to match audio for things like map animations or some
00:17kind of infographic, but we are going of do something a little more fun here
00:21and actually add some markers where we will then turn around and add some edit
00:27points and create kind of a fun little 7-second kind of music video/piece of eye candy.
00:35Okay, so in order to do this, we need to set markers.
00:39Now there are two different kinds of markers you can set in a Motion project.
00:44You can set project markers, or you can set object markers.
00:49Now object markers are tied to individual objects.
00:52So if we look at our comp right now, you'll notice the only thing that we have
00:57imported is this Hiphop audio track.
01:00So I am going to go ahead select that track.
01:02Now to add a marker, all you need to do is press the letter M on your keyboard.
01:08Now, before I press the letter M, I'm going to begin playback, so I can press M
01:14whenever I hear the beat and I think I wanted to an edit.
01:17So let's begin playback by pressing the spacebar and then as it's playing back
01:22in real time, just press M anytime you think you want to create an edit.
01:27(music playing)
01:40Notice I let it play back, and it just looped. That's sometimes is really helpful
01:46when you just want to hear the track a few times before you decide to go
01:50back and make an edit.
01:51Now, like I said, object markers are tied to the individual objects.
01:56So if I click and drag on this audio track, notice now the synched markers are
02:02still stuck to that audio track.
02:04So a lot of times when I am adding markers that are tied to the beat of
02:10something specific I will make sure to create object markers.
02:15Now, the disadvantage of the object markers, since they are tied to the object, we
02:20can't see what's going on in the composition as a whole.
02:23So sometimes it makes a little more sense to add a marker to the composition.
02:27Now, if we didn't have anything selected-- I am just going to click anywhere off
02:31of that audio track.
02:33If we didn't have any selected and we pressed M, Motion would add a project marker by default.
02:40Now, project markers can also be added when you have objects selected.
02:45All you have to do is press Shift and M. So if you are listening to a long piece
02:51of audio and you know you want to add some edits based on the music, you can
02:56have your audio tracks selected and press m anytime you want to make an audio
03:00edit, but press Shift+M anytime that you want to insert an edit into the
03:07Timeline of your project.
03:09So adding markers is great because it gives you something bright and colorful
03:15to sync things up, but it also gives you a way to navigate your project.
03:20So if I know I want to move up and down the Timeline based on these markers,
03:25I am going to press Command+Option+Left Arrow to move up to the Timeline
03:30towards the beginning, or Option+ Command+Right Arrow to move down the
03:35Timeline towards the end.
03:36And notice it doesn't matter whether or not I'm moving to a project marker or an object marker.
03:43It's just going to move through all of them.
03:45Now in addition to being helpful with navigating, they are also helpful for
03:50adding information into your project.
03:53So, let's double-click on this project marker here, the first one in our comp.
03:59Notice when I double-click on it I got this Edit Marker window.
04:03In here, I will just call this M1 for marker one.
04:06I can type something longer, but I typically recommend typing little codes to
04:10yourself, so you don't have this huge long word after each marker, especially
04:15when you end up with a lot of different markers.
04:17Now one of the cool things about this is the fact that you can actually add a
04:21duration to the marker.
04:24So let's say, for example, you know you have an audio track that you want to go
04:28back and fix a certain section of that track.
04:32Well, you can set a marker.
04:34I am just going to click OK for that one marker, and notice the name pops up
04:38when I roll over with my mouse.
04:40Now let's say I want to add a duration to this object marker.
04:46Well, when I double-click it, it opens up my Edit Marker option and here I will
04:51say Scratch, "Please replace me with something better."
04:59Now, also you can add the duration just by clicking and dragging in the number field.
05:06So if you know it's two seconds of footage you are dealing with, just click and drag.
05:11Now since it is color coded, I could say anytime I insert a teal marker, it's
05:18going to be something that needs to be replaced.
05:21So when I click OK, now notice that I have this teal marker.
05:25Now it doesn't appear to have anything in terms of duration, but if you
05:30Ctrl+Click or right-click on the marker, you can go to Edit Marker, and in here
05:36you'll see I do have a duration set up for this specific marker.
05:42Now I can also use the Edit Marker window that's here to navigate through my markers.
05:48So if they were named something different, they would pop up here, but I'm
05:53actually navigating up and down through the different markers.
05:56Now we're not seeing that reflected with the playhead, but that's okay.
06:00I know I moving through my markers because it's giving me the actual time for
06:05each one of these markers.
06:07Now, I know it's kind of hard to see in the Timeline here, but if you look at the
06:12teal marker--actually, you know what, I will make this a little more obvious.
06:16Let's right-click on the teal marker, say, Edit Marker, and let's make this purple.
06:22Hopefully, this'll have enough contrast. There we go.
06:25Now since I have made a purple, you can actually see that there is a duration,
06:29and it is visually represented with this marker.
06:33So as you move around in your Timeline, if you hover over individual markers,
06:38you'll get labels and if you add a duration, you will be all see that. Just make
06:42sure that the color of the marker you've chosen is in direct contrast to the
06:48object you've applied it to.
06:51So with markers, yes, they do a great job of marking time. But better yet, they
06:57do a great job of keeping your projects organized, allowing you to label things,
07:01and better yet, it gives you a fast, easy way to navigate your project.
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14. Exporting and Sharing Files
Sharing files
00:01So you've worked really hard to create your animation.
00:03Now it's time to actually see things in action.
00:06And the best way to do that is to actually just export a file, and you do that
00:11via the Share function in Motion.
00:13Now, I can think of two instances where I would want to share files most often,
00:18and that would be, one, to preview something that I've done.
00:23See, sometimes when you layer a bunch of different elements on the screen
00:27it will be so heavily layered with so many different kinds of replicators
00:31and particle systems and filters, that even when you do a RAM Preview, it
00:34will be kind of stuttery.
00:36So the easiest way to get a good idea as to what it looks like is to go up to
00:41the Share menu, and I like using the Email option, because it compresses it
00:45really small and then I can just quickly and easily check out exactly what the
00:49animation looks like in real time.
00:52You could also choose Podcast Producer, but we'll get to some of these other
00:55presets here in just a quick second.
00:57So if you want to preview something that you've done at full resolution and RAM
01:01Preview just isn't cutting it then the Sharing function is definitely something
01:05you want to check out.
01:06Now, the second option that I'm sure most of you are familiar with is Final Export.
01:12When you're finished with your project, do you want to put it up on your
01:15Vimeo site, or do you want to share it to YouTube, or do you want to share it somewhere else?
01:20Well, under the Share menu, there are a bunch of presets for the most common
01:25workflows that people deal with when they're creating motion graphics in Motion.
01:30So there's YouTube.
01:32You can export to Facebook.
01:33You can export to Vimeo. Let me just choose Vimeo so you can see exactly what it does.
01:38Not only does it choose optimum settings for that specific platform, but it
01:43gives you the ability to add your account, set up the password, and see who it's
01:48actually viewable by.
01:50So this is very well integrated with Vimeo if you're a Vimeo account holder.
01:54The other Share options function in a similar manner with YouTube and
01:58Facebook and CNN iReport.
02:01The ones that you'll probably end up using most often when you're trying to just
02:04get a file into a video-editing system or send out to your friends,
02:08you'll probably just want to export a movie.
02:12So when we click on Export Movie, the first thing that will pop up is this menu.
02:17And I want you to pay attention to these different channels within the menu,
02:21because these are repeated throughout all the different export options.
02:26Whenever you go to some of the other options, they'll most likely be channels,
02:31and in there, there will be Render settings, Advanced settings, and a summary of
02:36everything that's going on.
02:38So let's look at Options.
02:39Right now for Export, it's set to Current Settings.
02:42This is a little problematic if you're trying to get a really good idea as to
02:46what your project looks like, especially if you have your Render Settings set a
02:51little low, so I'm just going to cancel out of this.
02:53Sometimes when you're working with complex projects in Motion, you'll want to
02:57actually lower the resolution so you can get better real-time playback.
03:02Now, when you go to the Export Movie option under Share you have to pay
03:05attention to what these settings are unless you want to override it in the
03:09Export Options, which is what I'd actually recommend most of you end up doing.
03:13The way to do that is to go to Share, choose Export Movie, and then under the
03:18Export settings, choose one of the ProRes settings if you're going to bounce
03:22this out to another Apple system.
03:24So for example, Apple ProRes 4444--
03:28it's known as Apple ProRes 4x 4--
03:31this is designed specifically to create a file that is a small file size, but it
03:37won't compress the image to a point where there is a lot of degradation.
03:43So it's the lossy codec, but it's very minute.
03:46When you go to the Render settings, this is where you can up and override any of
03:51the settings you have in your project.
03:53So I guess the last time I exported something using Apple ProRes 4x4, I only
03:58exported the color channel.
04:00Now, if you have something transparent, which isn't the case with this specific
04:04example, but if you had something that you wanted to superimpose over other
04:08footage, you would want to choose Color + Alpha.
04:11See, the Alpha Channel will give you the transparency as long as there's
04:15transparency in the project.
04:17Now, whether you choose to premultiply your alpha or not, it's up to you.
04:20The big thing you need to remember, when you have this selected, if you go to
04:25another editing application, like Final Cut, you want to make sure when your
04:28graphic is imported that you interpret the alpha channel properly, whether it
04:33was actually premultiplied or not.
04:35Down here, this is where we can override things like the render quality.
04:38So I usually set that right to Best because that will give me the best
04:42render right out of here.
04:44Typically I don't render to Fields if I'm going to another computer.
04:48This is more of a broadcast option, if you're exporting back to tape or going to
04:52view it on an interlaced television.
04:54Motion Blur, if I had any crazy camera moves or objects moving large distances
04:59in a short amount of time, you could definitely turn on your Motion Blur.
05:02And then if you remapped any footage, retimed things, you may want to turn on Frame Blending.
05:07That way it smoothes out the retiming of the motion.
05:11Under 3D Rendering, this is where you can choose which camera you want to use,
05:16what lighting setups you want to use, if you want to use lighting at all, if you
05:19want to use shadows--you get the idea.
05:21So whenever you go to export a movie, jump over to the Render section and make
05:25sure these are set to a level that you're expecting, especially if this is
05:30something that you're going to be exporting to show your final product.
05:33Now, the Advanced setting, this is kind of interesting.
05:36There are two options:
05:37This Computer and This Computer Plus.
05:40This is kind of an advanced setting, so I'm not going to get into a lot of
05:43details with this, but basically you can set up Compressor to render across a network.
05:48So if you had more than one Mac, you could set up a network render and then
05:52choose This Computer Plus.
05:54That way whenever you go to export something and it triggers off background
05:57rendering, it will render on multiple computers.
06:00Now, when you do that, you probably want to send it to Compressor so Compressor
06:04can go ahead and finish things,
06:05but that's the Advanced setting with Background Rendering.
06:08Now, the Summary over here lets you see exactly what you're going to output.
06:13So it shows you the codec, which if you remember, codec is the compression and decompression.
06:19So whoever views this on the other side needs to have Apple ProRes 4x4.
06:24It shows you the frame rate, the size, the estimated file size, and of
06:28course the file name.
06:30So if I'm ready to export this, I'll just go ahead and click Next, and then it
06:35will ask me where I want to save it and what I would like to name it.
06:39So if I want to call this the Sample, I can call this the Sample and export it
06:44to somewhere like my Desktop.
06:46The second I click Save, it's going to go through the Export Options and
06:50actually export the full-res QuickTime movie based on the settings that I had
06:55just specified in my Output options.
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Creating a pre-render
00:00Now believe it or not, I have a bunch of friends that kind of make fun of me for
00:04doing this technique, but honestly, I really kind of enjoy pre-rendering.
00:09So if you're an old-school designer, you probably know exactly what I am talking
00:12about, but if you've always been in the world of real-time motion graphics with
00:17Motion, you may not completely grasp the advantage of pre-rendering something.
00:22So let me take you through a typical workflow that I would do when I know I'm
00:26going to be creating a rather complex animation.
00:29So let's look at our project here and as you can see, we have a video layer with
00:33the Keyer attached to it.
00:35Now we definitely went over how to create this in the Green Screen chapter, so I
00:39am not going to jump into the Keyer options and things like that.
00:42I just want us to look at the playback here by pressing the spacebar on our
00:46computer, and you notice immediately that it's going to play back rather slowly.
00:51That's because Keying is somewhat processor intensive.
00:55Now I know this key is a little rough, but that's perfectly fine because the
01:00treatment that I want to do, I am going to change her into a silhouette, and
01:05then I want to replicate that silhouette all over the place.
01:08Let's think about the processing that's going on right now.
01:11See, I have got the green-screen footage, which if we zoom out here--I will
01:15Command+Minus--you notice it is larger than our project.
01:19So let's go to the Inspector with that piece of footage selected and in the
01:23Properties section change the Scale down to 67%.
01:30That way as she dances around, she's not getting cut off on the edges and then
01:35she really moves out of the scene.
01:37Now this process of just choosing the green-screen color and keying out the
01:42background is pretty intensive.
01:44Now we're also scaling the image down as well.
01:48The second we try and load this into the replicator, imagine what's going to happen.
01:54You're going to have, I don't know, twelve copies of this or sixteen copies
01:58of this, and each time, yes, it loads the keying once, but it has to replicate
02:03that multiple times.
02:04So as you would imagine, this can be very processor intensive.
02:08To make the work a lot faster, one of the things I like to do is just pre-render
02:12something if I know that I'm going to be using it for a specific task.
02:16I like how her T-shirt is cut out of the background because of the style
02:22it's going to create. So select the QuickTime file and let's go to the Library and in the Filter
02:28section I want to go to Color Correction.
02:30See what we are going to do is change her into a silhouette.
02:33So grab the Colorize filter and just drag it and drop it right on top of her
02:38QuickTime layer. And in the Inspector,
02:41let's remap black back to black and we will remap white all the way to black, and