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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.
Another way to retime your footage in Motion is to use Behaviors. If it's not already open, we are on the 05_RetimingBehaviors project. Select your footage and go to the Library to browse some of the behaviors. Click on Behaviors and go to Retiming. You can see there are a lot of behaviors that are set up to actually build up your footage. Go ahead and drag the Flash Frame out to your canvas and drop it. It adds a random Flash Frame. Go ahead and stop playback, hit F7 to open up your HUD and at the bottom, you will see an option for Random Seed.
Click the Generate button and it will actually generate different frames for the Flash Frames. Hit Delete on your keyboard to delete the behavior. There is another useful behavior in Motion and that's the Hold Frame. If you drag and drop it out on your footage, now since my playhead was at 02.09, it will hold this frame for the rest of the scene. Rewind your playhead back to the beginning and hit the spacebar and you will notice the footage stop immediately and hold. This is actually a very useful behavior because in the past they used to have output a still frame and then re-import it back into your project, if you wanted that frame to hold.
Now, you can just drag a behavior. Go ahead and stop playback and hit Delete on your keyboard to delete the behavior. There are several other options I could go through, but for right now let's jump to one that most people use, Set Speed. Drag it and drop it right out to the canvas. The way Set Speed works, it's just like Retiming in the Inspector. The only difference is now we have sliders instead of a graph. Hit I to trim your endpoint. So now when the footage plays back, once it gets to this point, it will ramp into the Set Speed behavior.
Go ahead and drag your playhead to about 02:19 and hit O. This will trim out your Set Speed behavior. Let's look at some of the options in the HUD. We have Speed, right now this is set to slow the footage down to 50%. we can adjust the Ease in Time. That's how many frames it takes to ease into the move. We need to adjust this down to about 8 or 7. Since this is such a short set speed. Same thing with the Ease Out Time. The Curve for both Ease In and Out basically just to adjust how sharp the curve is going into and out of the speed adjustment.
Now with all that set close your HUD, rewind your playhead to the beginning and hit the spacebar. Now you notice it slows down and then speed right back up. If you don't like how the frames are blending, stop your playback for a second, go to the Inspector and under your Property's pane, under Properties, under Timing you can adjust your Frame Blending from None to any one of these other frame blending options. A lot of people choose Optical Flow.
The reason they choose Optical Flow is brought from shake. It actually analyzes each frame down to the pixel. Rewind your playhead back to the beginning and let's see what happens. Slowed the footage down and then speeds it up. Now if you slow your footage down too much with Optical Flow, you will get this interesting warping effect around your car. I kind of like it, so I am going to leave it in. Go ahead and hit your spacebar and watch it playback. So now we have covered the basics of how to Retime your footage using behaviors in Motion 3.
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