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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.
Now you have a lot of control with your particles in Motion, but you really haven't seen anything until you start adding behaviors. If you don't already have it open, we are in the 04_Particle_Behaviors projects. Hit F5 and open up your Project pane. Let's look at what we have. First we have a Ring group with this Ring layer that's turned off. We are not going to use this for now, so go ahead and turn that back off. Select the emitter and hit your spacebar. As you can see here, we have a particle system that's just a bunch of bubbles floating towards the top of the screen.
Stop the playback for a second, go up to Add Behavior, Particles and choose, Scale Over Life. Hit F7 to bring up your HUD, and let's look at some of the options. We have a Scale At Birth, which is 0, I am going to leave it at that, and Scale At Death. Let's go ahead and crank that up to around to 220. Now hit your spacebar again and see what has happened. If you notice, we have actually created a nice sense of depth with this particle animation. Let's stop playback just for one second.
Go up to Add Behavior, and Particles, and you see there is Scale Over Life and Spin Over Life, and you would think these are the only behaviors you could apply to particles. But guess what? It's not. There are a whole host of behaviors that work fine with particles. For right now, let's go to Simulations, and choose Attracted To. And you notice in your HUD, it's asking what object should we attract the particles to? So click on the big Ring, and drag and drop it right down into the well, and you notice, I didn't have to turn that on, it will still function just fine without its visibility on.
Go ahead and let it go. For right now, turn the layer back on, and hit your spacebar. Re-select the Attracted To behavior, and let's adjust some of the options. Drag the Strength up, you can see it's already having an affect. Go ahead and drag the Influence all the way across, and let's drag the Drag. And you'll notice now, all the particles are neatly popping to the center of the circle. We will stop playback just for one quick second.
We can take this one step further. Let's go ahead and animate the big_ring and see if the particles follow along. Select the big Ring, go to your properties and right click on the X position. If you don't see this, open up your Position options. Go ahead and right click, and choose Oscillate. Now hit your spacebar and watch the playback. If you notice the particles are following right along with the object, it's kind of interesting, if you actually turn the layer off, they are still following that object.
Now let's go ahead and stop this just for one more second, and re-select the Attracted To behavior. Now as I said, a lot of these behaviors work with particles, so I am just going to delete Attracted To for right now, and let's apply another behavior that works with particles. Go to Add Behavior, and this is a very basic one, I have used quite a lot. Go down and choose Throw. Now the option I am looking for isn't in the HUD. Go ahead and hit i to open up your Inspector for Behaviors, and you'll notice under Throw, we have this option for Affect Subobjects, and it's already checked.
That's a great thing, because Affect Objects is what you want to make sure to check, when you are dealing with animating particles. Let's go ahead and drag the emitter over in a specific direction and hit your spacebar. And you notice now, I am throwing all these particles independently over in the direction of my Throw. So as you can see with particle behaviors, you can really start to take control of your particles.
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