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The real-time engine in Motion 3, a component of Apple's Final Cut Studio 2, gives motion graphics designers the freedom to continually experiment and adjust while they work. Ian Robinson explores how to get the most from this unique application, while also sharing his own essential motion graphics techniques. Along with teaching the fundamentals of video and audio work, he looks at Motion 3's new 3D tools in depth. Ian demonstrates the use of behaviors to create organic movement in particle systems and camera moves without keyframes. He also discusses effective integration with the other Final Cut Studio applications, and much more. Example files accompany the course.
The Audio Parameter behavior can really make your audio and graphics link together literally. If you don't already have it open, we are in the Audio Parameter behavior project. Go and hit the spacebar and see what we have got. (Music plays.) Go ahead and stop your playback. Now I would like the scale of this last text to change based upon audio. So go ahead and select the last New Technology layer and go to the Inspector and under the Text menu, go to Size and Ctrl-click or right-click and choose Audio and now you notice under the Audio behavior, I have a dropwell for Source Audio.
So let's go ahead and add our audio to that behavior. Go to your Audio tab and click and drag that right into your dropwell. Now let's preview this Audio in the behavior by hitting the Play button right here (Music plays.) and you will notice this is an equalizer that shows me the entire spectrum of this audio file. You can isolate your animations to respond only one specific frequency if you choose. I would like this to respond to the most active frequency.
So let's go ahead and play it back and choose a specific frequency. (Music plays.) So let's isolate this base hit that seems to be popping up the highest. So go ahead and drag the low frequency slider all the way to the edge of that frequency and drag the right arrow all the way to the edge of that frequency as well and you will notice we are adjusting the low frequency and high frequency parameters. I can also adjust the Floor and Ceiling, which is graphically represented over here, but I want this to animate based on the entire response of this specific frequency.
So I am just going to leave that alone. Now go ahead and play your project and let's see what's happening. (Music plays.) So this text is barely moving. I am going to move my playhead back to the beginning of this specific layer and in order to make this text bounce larger, go ahead and drag the Scale. Drag it up to some around 65. Let's play back and check it out. (Music plays.) This is pretty close but right now the Apply Mode is set to Add.
So the original scale of this object is as absolutely small as it could possibly be. This is close, but the Apply Mode is Add. Now I would like this to add and subtract from the original scale of this object. Just go ahead and click on the pull-down and choose Add and Subtract. This way it will not only get larger but it will also get smaller. Move your playhead back to the beginning of the layer and check it out. (Music plays.) This is really close, but right now it's a sharp animation so let's smooth it out by choosing Peaks, Smooth and now go ahead and rewind your playhead back to the beginning and hit Play.
(Music plays.) Now if your computer isn't playing back in real-time, you may have to do a RAM preview. If you have to do that move your playhead back to the beginning, hit Cmd+R and load it up into your RAM Buffer and then you can see the full effect of the Audio Parameter behavior. (Music plays.)
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