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Learning important definitions

From: Motion 5 Essential Training

Video: Learning important definitions

In an effort to make sure that everyone is on the same page as we move throughout this course, in this video we are going to cover some of the terms that you may not necessarily be familiar with, and we'll get started with Motion-specific terms. These are terms that are specific to the application. So the first term I want you to be familiar with is object. Basically anything that you drop a new Motion project, whether it's footage or a still image or something that you create within Motion, like a text or shape, those are all considered objects.

Learning important definitions

In an effort to make sure that everyone is on the same page as we move throughout this course, in this video we are going to cover some of the terms that you may not necessarily be familiar with, and we'll get started with Motion-specific terms. These are terms that are specific to the application. So the first term I want you to be familiar with is object. Basically anything that you drop a new Motion project, whether it's footage or a still image or something that you create within Motion, like a text or shape, those are all considered objects.

Now when you drag things into your projects they have to inhabit a space, so at the very base level they are going to inhabit layers. So layers are the containers that hold all the objects in your project. A group is another organizational structure above a layer. You can organize multiple layers together to create a group. This helps for organization within a project, but it also helps when it comes time to animate because you can animate all of the elements as one element in a group, or you can animate each individual layer underneath of the group.

Now behaviors are probably the most important thing in Motion. These are the tools that Motion uses to create more organic movements in your animations. Rather than creating animation with keyframes by moving things from point to point, behaviors just play and you just drag different parameters to see what happens and see what you can create. Now a replicator is something really neat. Basically anything in your Motion project you can turn into a replicator, and what this does is it repeats that objects in different forms and shapes.

You can repeat patterns, you can repeat video files, you can repeat still images, all with the replicator. Now the cool thing when you go to animate a replicator, you have control over everything as one huge group, as well as finite control over each little copy. Parameters are the values that you will adjust to create your animation. It's a basic unit of control for an object or a layer. A rig is something to Motion 5, and it's a tool used to create editable parameters in a project using widgets.

Now editable parameters means a couple of different things, but basically you can group a bunch of smaller parameters all together to get controlled by one rig, and then you can save the project out and actually make Motion media completely integrated and editable within Final Cut Pro. Widgets, since they were referenced by rigs, are tools used within a rig system to manipulate those parameters. Now each widget has its own separate function, and we will definitely get to that, but I just want you to understand, to create a rig, you actually need widgets.

Now here are some more common terms that will actually cover motion graphics in general. A particle system, the easiest way I like to think of particle systems, other than this very scientific definition, it's an easy way to create a very organic animation with a small tiny graphic. So for example if I wanted to create a tornado, I would create a particle system and have one tiny little piece, and then the particle system would put out thousands of those pieces, and I would actually have control over things like spin and velocity and how random all the pieces, are and their size and movement--you get the idea.

It's a very interesting way to create an organic animation out of tiny little pieces. Filters, they are also known as effects, but basically they alter anything that they are applied to. So for example if I dropped a piece of video footage into my project, I can apply a filter to make that footage look more distressed or old, or I could apply a different filter to make it glow. There are many different filters that create many different looks. Cameras, these are tools to simulate real-world cameras.

Now what's great about this is the fact that you can defy gravity, you can defy light. You can defy just about anything that you think you're feeling constrained by in the real world by animating cameras within the 3D virtual world of Motion. Lights, like I referenced earlier when I was talking about cameras, these are really kind of nice because they emulate lights in the real world, but they aren't tied down by all of the different parameters in the real world.

For example, I can create a light and have an object have a shadow cast from that light, but I can also decide whether or not I wanted the light to create a shadow in the first place. Some more common terms, one of which you may have heard earlier, composite. This is a combination of objects, layers and groups, to use Motion terminology. Now to use general motion graphics terms, a composite is made up of things like your video layer. So for example if I had somebody that I shot on a green screen and I eliminated that green background and had that person just on a transparent layer, I could then superimpose that person on a background of Kansas and make it look like they are walking through a field in Kansas.

When I layer that person over top of that background video, in essence I'm creating a composite. You can create composites with video layers or even with just different graphic elements. It's just the process of layering things together to create one end result. Blend modes, these are unbelievably useful and helpful. Whenever you're trying to get a graphic element or a piece of video to blend more smoothly with the elements underneath, you want to actually look at blend nodes in addition to transparency.

See, there are specific mathematic calculations that help determine exactly what pixels are going to blend and how they're going to blend, whether they blend based on their luminance or what have you. A key, I made reference to this earlier when I was talking about green screen. This is a method to remove parts of an image based on luma, alpha, or color channels. So a green screen key would remove green out of the image. A matte is a black-and-white representation of transparency. Whatever is white on the matte will allow you to see that area in the layer; whatever is black on the matte will then be cut out of that layer.

An alpha channel, this is a fourth channel in an image. It determines the transparency of that object, layer, or group. It functions very much like a matte; it's just applied to the fourth channel of the image. It's most commonly used when you go to export your graphics. If you use a codec like Apple ProRes 4x4, it's going to output an alpha channel, as long as you go in and make sure and output that with your RGB channels.

A mask, it's very much like a matte, but it's a tool used to hide or reveal parts of an object, layer, or group. Usually you create masks using things like the Pen tool or Bezier paths. They all allow you to draw specific areas of the image that you would like to reveal or hide. And finally, the real world. Yes, I'm serious. It's a place you should visit if you've been stuck behind your computer for extended periods of time, because let's be honest, folks, how creative can you be if you're stuck in a room 24 hours a day?

Show transcript

This video is part of

Image for Motion 5 Essential Training
Motion 5 Essential Training

77 video lessons · 25552 viewers

Ian Robinson
Author

 
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  1. 14m 18s
    1. Welcome
      1m 6s
    2. Learning important definitions
      8m 13s
    3. Using the exercise files
      1m 37s
    4. Relinking missing media
      3m 22s
  2. 49m 41s
    1. Launching Motion for the first time
      4m 3s
    2. Navigating the interface
      9m 27s
    3. Creating and transforming objects in the Canvas
      6m 9s
    4. Controlling the Timing pane
      6m 29s
    5. Setting essential preferences
      6m 41s
    6. Customizing the keyboard
      5m 5s
    7. Using RAM preview and audio controls to get smooth preview playback
      5m 26s
    8. Introducing markers and audio
      6m 21s
  3. 26m 9s
    1. Adding assets to a project
      7m 56s
    2. Using the Library
      6m 4s
    3. Working with layers and groups
      6m 9s
    4. Understanding and using blend modes
      6m 0s
  4. 31m 15s
    1. Adding and adjusting behaviors
      7m 5s
    2. Adding multiple behaviors
      6m 31s
    3. Trimming and sliding behaviors
      8m 40s
    4. Using custom presets to create a slideshow
      8m 59s
  5. 29m 49s
    1. Animating manually using keyframes
      7m 49s
    2. Using the Record button
      6m 28s
    3. Manipulating keyframes with the Keyframe Editor
      10m 9s
    4. Combining keyframes and behaviors
      5m 23s
  6. 52m 33s
    1. Adding and formatting text
      7m 50s
    2. Using text styles
      10m 36s
    3. Formatting with the Transform Glyph tool
      5m 33s
    4. Animating text
      11m 17s
    5. Working with text on a path
      8m 16s
    6. Creating credit rolls
      9m 1s
  7. 31m 19s
    1. Match Move: Four-corner pin
      7m 25s
    2. Match Move: Transform
      11m 27s
    3. Stabilization
      5m 4s
    4. Retiming footage with behaviors
      7m 23s
  8. 16m 42s
    1. Applying and adjusting filters
      4m 18s
    2. Applying multiple filters
      7m 32s
    3. Timing a style with filters
      4m 52s
  9. 33m 35s
    1. Creating and adjusting shapes
      10m 7s
    2. Using shape behaviors
      7m 40s
    3. Creating and adjusting masks
      10m 47s
    4. Creating masks with objects
      5m 1s
  10. 34m 3s
    1. Using the keyer to composite green screen footage
      7m 28s
    2. Refining a key
      11m 6s
    3. Using masks to refine a green screen composite
      7m 54s
    4. Color-correcting elements to match within a green screen composite
      7m 35s
  11. 50m 2s
    1. Understanding generators
      4m 52s
    2. Applying text generators
      5m 41s
    3. Creating particle systems
      5m 49s
    4. Making adjustments to a particle system
      7m 33s
    5. Using particle behaviors
      5m 18s
    6. Creating paint strokes
      6m 58s
    7. Animating paint strokes
      4m 57s
    8. Using the Replicator
      5m 1s
    9. Replicating video
      3m 53s
  12. 47m 28s
    1. Viewing a scene in different layouts
      7m 17s
    2. Working with lights
      8m 12s
    3. Adjusting lighting and reflectivity
      9m 13s
    4. Creating and adjusting shadows
      4m 3s
    5. Creating replicators in 3D
      7m 50s
    6. Creating particles in 3D
      5m 7s
    7. Creating text in 3D
      5m 46s
  13. 42m 14s
    1. Working with cameras
      9m 3s
    2. Creating depth of field in a composition
      4m 55s
    3. Using camera behaviors
      9m 53s
    4. Create interest with the Focus behavior
      7m 26s
    5. Animating cameras with camera framing
      10m 57s
  14. 16m 36s
    1. Adding and adjusting audio
      9m 29s
    2. Adding audio markers
      7m 7s
  15. 17m 37s
    1. Sharing files
      6m 58s
    2. Creating a pre-render
      7m 5s
    3. Archiving a project
      3m 34s
  16. 26m 5s
    1. Creating drop zones
      4m 21s
    2. Setting up rigs: Slider rigs
      6m 56s
    3. Setting up rigs: Pop-up rigs
      4m 49s
    4. Making templates for Motion
      4m 3s
    5. Making templates for Final Cut Pro
      5m 56s
  17. 1m 32s
    1. Goodbye
      1m 32s

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