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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.
Most people when they think of particles, they think of things like explosions. Well in Motion_3, you can use particles to create all kinds of things. For example, this texture underneath this title. If you want to see all the different possibilities with particle emitters, go to your Library tab and under the Particle Emitters section check out all the prebuilt particles that are living there, waiting for your use. Now go to the 02_Making_Particles project and select the bubble in the middle of the screen.
Go ahead and hit the spacebar to begin playback and hit the Make Particles button at the top of the screen. And now we have actually made a particle system. Stop your playback and open up your HUD. Let's go over some of the different options here. This is the Birth Rate; this is how many particles are born every second. Then we have the Life. If you crank that down, notice they aren't living very long. If you crank to the right, they get to live a very long time. Scale, obviously just to adjust the scale, and the Emission Range- this is how wide the particles gets thrown.
And if you click all the way bottom of this graph, you can adjust how hard they are being thrown, and the direction just by clicking and dragging around. Now let's look at all of the options for our particle emitters, and jump to the Inspector. Make sure you are on the Emitter tab and let's go through some of these options. The first option is Shape. Right now, these particles are being emitted from a point. So if I wanted these bubbles to rise up from the bottom of the screen, I would want them to come out of a line.
Now since we can't see the line on the screen, go up to your Adjust Item tool and click and drag on the line, bring it down towards the bottom of the screen. Now in your HUD, let's make sure that these particles are all coming out in one specific direction. Now since my line is sideways, when I drag my particle emitter to the left, it's actually coming out of the left side of the line, that's why it's working. Go ahead and close your HUD, and hit the spacebar.
So you can see now we have bubbles rising. Let's look at some of the other options. We are going to stop playback just for a quick second. We have already seen the Emission Angle and the Emission Range in our HUD; let's look at something like the Render Order. If you change this to Order Last, all that is doing is making the older bubbles appear on top of the younger bubbles. If you check Interleave-- Let's go ahead and stop playback. The Interleave Particles option only works if you have more then one particle in your particle emitter.
Right now since we only have one, this won't really do anything. We have seen the Birth Rate, but Birth Rate Random, what this means, at any given time, anywhere between 0 and 35, particles could be born. The Initial Number -- let's drag the Birth Rate down, and crank up the Initial Number. Move your playhead back to beginning and hit the spacebar. And you'll see 26 particles popped out of the bottom, and that was it. So the Initial Number is just the initial burst that comes out.
It is kind of how that explosion was created in the beginning of this video. Go ahead and crank that back down, and let's bring the Birth Rate back up, and hit your spacebar. The Life, as I showed you in the HUD, just controls how long the bubbles live. Now Life Randomness works kind of like Birth Rate Randomness, at any given time, some of the particles may die off, and some of them will continue living. Speed kind of works the same way, and you'll see this theme repeated throughout the rest of the particle emitter options.
We have the Speed, how fast the particles are coming out, and the Randomness. Some of them will move fast, some of them will move slow. Let me hit the spacebar so you can see what I am talking about. So see we have a variable speed or a random speed. We could adjust Angle, Angle Randomness, Spin, Spin Randomness. You get the idea, this just continues on and on throughout. Now the Color Mode, right now it's the original color. If we picked color Over Life, if you notice when I open up my Gradient here, the younger particles will be red, and the older particles will be blue.
Now this is kind of hard to see, because I have the particles going so fast. So just go ahead and crank that down a little bit, and we will crank down the Speed Randomness, And crank it down just a little bit more. So you see as the particles get older, they start turning blue. It works from left to right. Color Repetition, this is just how many times it goes through the Gradient before they die off. We have Scale, and Scale Randomness, so we could have some bubbles little, and some bubbles really big. And all the way at the bottom here, we have the Particle Source.
So if you design something that worked really, really well with the Aqua Ball, and wanted to change that, you could go ahead and do that. I am going do that actually in the next video, but for now this was the basics of making particles.
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