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Motion 3 Essential Training

Trimming and sliding behaviors


From:

Motion 3 Essential Training

with Ian Robinson

Video: Trimming and sliding behaviors

I have created this simplistic project to help you with something that can be kind of tricky in Motion: trimming and sliding behaviors. If it's not already open, we are in the Trimming_Sliding_Behaviors project. Now I have color coded my examples to give you a hint at which ones I think work the way they are intended to work, and others that you kind of have to watch out for, and one that just doesn't work. So this movie should give you some valuable food for thought as we go around trimming and sliding our behaviors. Go ahead and open up your Project pane and hit F5.
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  1. 6m 43s
    1. Welcome
      52s
    2. Why use Motion?
      1m 49s
    3. Important definitions
      2m 22s
    4. Using the example files
      1m 40s
  2. 23m 59s
    1. Launching Motion for the first time
      2m 0s
    2. Understanding the Motion interface
      3m 21s
    3. Navigating the Canvas
      5m 26s
    4. Controlling the Timeline
      3m 29s
    5. Using the Toolbar
      3m 2s
    6. Setting essential preferences
      3m 37s
    7. Customizing your keyboard
      3m 4s
  3. 25m 20s
    1. Adding outside assets
      4m 14s
    2. Using Library content
      2m 56s
    3. Working with layers
      6m 59s
    4. Working with groups
      5m 33s
    5. Using blend modes
      5m 38s
  4. 35m 21s
    1. Adding and adjusting behaviors
      4m 2s
    2. Applying behaviors to layers vs. groups
      1m 51s
    3. Adding multiple behaviors
      4m 8s
    4. Adding parameter behaviors
      5m 30s
    5. Trimming and sliding behaviors
      9m 23s
    6. Animating stills with behaviors
      10m 27s
  5. 18m 45s
    1. Using the Record button
      3m 33s
    2. Adding keyframes manually
      2m 49s
    3. Manipulating keyframes with the Keyframe Editor
      5m 36s
    4. Combining keyframes and behaviors
      3m 10s
    5. Working with recording options
      3m 37s
  6. 22m 51s
    1. Adding and formatting text
      5m 56s
    2. Creating text on a path
      4m 16s
    3. Animating text
      4m 18s
    4. Using pre-built text behaviors
      2m 1s
    5. Using text styles
      4m 13s
    6. Creating your own text preset
      2m 7s
  7. 15m 59s
    1. Applying and adjusting filters
      7m 0s
    2. Applying multiple filters
      4m 16s
    3. Being creative with filters
      4m 43s
  8. 8m 46s
    1. Understanding different types of keying
      2m 8s
    2. Pulling a simple key
      6m 38s
  9. 20m 27s
    1. Creating simple shapes
      6m 21s
    2. Adjusting shapes
      3m 1s
    3. Creating simple masks
      2m 33s
    4. Creating a tracking mask
      3m 24s
    5. Creating a complex mask
      2m 15s
    6. Creating image masks
      2m 53s
  10. 6m 48s
    1. Applying and adjusting generators
      3m 11s
    2. Generating a background
      1m 30s
    3. Generating a transition
      2m 7s
  11. 17m 33s
    1. Understanding particles
      2m 5s
    2. Creating basic particle systems
      5m 18s
    3. Making complex particles
      6m 13s
    4. Modifying particle behaviors
      3m 57s
  12. 17m 59s
    1. Replicating objects
      5m 6s
    2. Animating a replicator
      4m 32s
    3. Replicating a video file
      3m 31s
    4. Creating a lower third replicator preset
      4m 50s
  13. 14m 52s
    1. Painting in Motion
      8m 11s
    2. Sequencing paint stroke behavior
      3m 54s
    3. Applying paint dynamics
      1m 26s
    4. Painting from shapes
      1m 21s
  14. 25m 43s
    1. Using 3D space
      4m 52s
    2. Working with cameras
      3m 55s
    3. Using camera behaviors
      3m 41s
    4. Lighting a scene
      4m 56s
    5. Creating 3D text
      1m 53s
    6. Creating 3D replicators
      2m 27s
    7. Creating 3D particles
      3m 59s
  15. 14m 42s
    1. Applying Match Move: Four-corner pin
      3m 11s
    2. Applying Match Move: Transform
      1m 48s
    3. Working with stabilization
      2m 11s
    4. Retiming video
      4m 3s
    5. Retiming with behaviors
      3m 29s
  16. 11m 24s
    1. Adding and adjusting audio
      4m 51s
    2. Adding audio markers
      2m 56s
    3. Applying the audio parameter behavior
      3m 37s
  17. 7m 31s
    1. Exporting files
      2m 49s
    2. Creating an export preset
      2m 51s
    3. Archiving your project
      1m 51s
  18. 22m 25s
    1. Sending your project to Compressor
      3m 35s
    2. Roundtripping between Motion and Final Cut Pro
      7m 11s
    3. Creating drop zones
      5m 27s
    4. Creating templates for Motion
      2m 19s
    5. Creating templates for Final Cut Pro
      1m 14s
    6. Creating DVD Studio Pro menus
      2m 39s
  19. 14s
    1. Goodbye
      14s

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Motion 3 Essential Training
5h 17m Beginner Jul 30, 2008

Viewers: in countries Watching now:

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.

Topics include:
  • Adding assets to the Library Working with layers and groups Applying single or multiple behaviors Manipulating keyframes Animating text Applying and adjusting filters Understanding different types of keying Using masks and shapes Generating a background or transition with generators Replicating an object or video file with replicators Understanding paint Using lights and cameras Retiming footage using behaviors and the Inspector Tracking motion with Match Move
Subject:
Video
Software:
Motion
Author:
Ian Robinson

Trimming and sliding behaviors

I have created this simplistic project to help you with something that can be kind of tricky in Motion: trimming and sliding behaviors. If it's not already open, we are in the Trimming_Sliding_Behaviors project. Now I have color coded my examples to give you a hint at which ones I think work the way they are intended to work, and others that you kind of have to watch out for, and one that just doesn't work. So this movie should give you some valuable food for thought as we go around trimming and sliding our behaviors. Go ahead and open up your Project pane and hit F5.

You will notice, each one of these words has the corresponding behavior applied to it. Now, there are some little specific things that we are going to get into, so just follow along. Select the Throw Behavior and in your Inspector make sure you have your Behaviors tab set up. Let's look at the Throw Behavior. The way this is set up is it works in an increment, where it's basically applied a value at a continuous rate. So the Throw Velocity is moving at -43.29.

It's not chosen for any specific reason, it was just dragged that way to have a specific Velocity. So let's go ahead and hit the spacebar and see what happens. So THROW is moving at a continuous rate of -43.29 pixels, in that specified direction. So go ahead and stop your playhead. I just want to stop it somewhere in the middle of the THROW, so we can see what happens when we actually trim the Behavior. I am going to move my playhead to two seconds.

Now hit O on your keyboard to trim that behavior. You should notice that Red line got shorter here. Let me Undo that so you can see it. When I hit O, it stopped the THROW exactly where the word was when I trimmed the Behavior. So go ahead and move your playhead back to the beginning, and hit the spacebar, and you will see what I am talking about. So that Behavior worked beautifully. Let's see what happens; go ahead and stop playback, let's see what happens when we slide this Behavior. Just click on the Behavior and slide it down in the timeline.

Let's say we didn't want this word to start getting thrown across the screen until 1 second. So again, when you drag it, look for that little Contextual Menu to be at 1 second. Move your playhead back to the beginning and now watch. THROW doesn't start moving until that Behavior starts. So again, that's working beautifully. Let's go ahead and move the Throw Behavior back to the beginning of the Project, and hit End, which should move your playhead all the way to the end, and let's trim this all the way back out.

So hit O, and that will extend the Throw Behavior to cover the entire project again. Go ahead and hit your spacebar to begin playing, and so now we have this Throw Behavior pretty much back the way it was when we started this project. Now, stop your playhead at 3 seconds. Again, I am just kind of choosing this time randomly to illustrate what happens when you trim the in point of the Throw Behavior. Go ahead and hit I and look what happens. When you trim the in point of a Behavior, it actually does the same thing as if we actually slid the Behavior.

So do your Shift, left bracket, and you notice it does the exact same thing. I am just going to Undo, Apple Z, and hit Eye, and you notice THROW has moved back to its starting point. Again, I am going to Undo this, Apple Z. If you do Shift, left bracket, which will slide this Behavior down, you notice it does the exact same thing. So that's just a little mental note about trimming the in points of Behaviors. Now honestly, I have got to say, I very rarely, if ever, trim the in point of a Behavior, because most of the time I am just trying to slide it down the timeline, because I want it to start a little bit later.

That's some of the pitfalls of Throw. Let's go ahead and click on SPIN, and look at the Behavior in our Inspector. SPIN is moving at a continuous rate of 290 degrees on its z axis. So move your playhead back to the beginning, and go ahead and hit the spacebar, and you notice, its just moving at this nice constant rate. Now, we are going to do the exact same thing that we did to THROW to SPIN. Just stop your playhead anywhere in the middle of your project; mine is at 02:19, and hit O. Look, it stayed in its place and it's functioning exactly the way you would think it would function.

Go ahead and hit your spacebar, and you can see when it loops back, it will automatically stop at our out point. So that's a really, really nice thing. Now, one thing I want you to be aware of when you are trimming this Behavior is this, let's go ahead and pause the playback, hit End, which will move your playhead to the end of your project. I am sure the timeline selected. Hit End, and O, which will extend your Spin Behavior back to the way it was originally.

Go ahead and hit your spacebar to get it spinning again. So you see its back to the way it was at the beginning. Now, what I want you to do is pause for a second and change this Increment from a Continuous Rate to Final Value. Now, what this is going to do is have the Behavior start at one point, and when the Behavior is finished, it will be at 679 degrees. So let's go ahead and see what that looks like. Okay, it's pretty cool, but let's see what happens when we trim this behavior now.

Go ahead and stop your playhead, and let's move it to 1 second. The reason I am moving this here is I know what's going to happen, and this is the best time for your playhead to be at one second so I can clearly illustrate my point. Go ahead and hit O, and look what happened. It didn't function the same way because the way this Behavior is set up, its saying, by the time the playhead gets to the end of this Behavior, it has to be at this set value of 679 degrees.

So now if you move your playhead back to the beginning and hit your spacebar to play it, you will notice how fast the Spin is happening. So it's really important, when you apply Behaviors, to understand whether that Behavior is set to go to a Final Value or move at a Continuous Rate. So you guys are doing great so far, stick with me just a little bit more, we going to try to Move Behavior. Go ahead and select the Behavior, and you notice its already been trimmed. That's okay, what we are going to do here is, Rewind the playhead and hit your spacebar, and notice that the Parameter is set to Move to a Positional value; its moving to that at a constant speed.

So this may kind of throw you off because it has the word Constant in it, but its actually moving to a specific point, and that point is a value of 200 on the X axis. So if I stop my playhead here at 03:01, and look at the Properties tab, you notice my Position is actually 200 X, and 0 for Y. We go to the Behaviors, that's what's its set up to actually do. So if I trim this out point by hitting O right now and extending it to be longer, you should notice; go ahead and hit the spacebar, you should notice that this is now taking a lot longer to get to its specific value.

This is another one of those where you want to actually pay close attention, because it does function differently than THROW. If you click on THROW, you notice THROW is moving at a continuous rate. So almost there, let's go ahead and head to GROW and SHRINK. Go ahead and select GROW and SHRINK. The way we have set up GROW and SHRINK; go ahead and stop your playback here for a second, the way we have set GROW and SHRINK is to move at an Increment of a natural scale, and its going to scale to 100%.

Well, that's kind of vague, so let's see what happens. Make sure your playhead is at 2 seconds, and go ahead and hit O, and look what happens. It compresses it. It is scaling to a specific value of 100% but this is the travesty of this Behavior. Go ahead and hit your spacebar and see what happens. When this Behavior ends, for whatever reason, it snaps back to the original state of the actual word, before any Behavior was applied.

I have got to tell you, this accounted for countless hours of frustration for me. So hopefully, I have saved you countless hours of frustration by just pointing out this little thing. So you see, applying the GROW and SHRINK Behavior can sometimes be problematic, because it does snap back to the beginning, and so you just want to be aware of that when you use it. Honestly, I only use it when I want to apply a constant move over the entire composition, and the Grow doesn't ever actually stop.

Find answers to the most frequently asked questions about Motion 3 Essential Training.


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Q: When attempting to use an Illustrator file in Motion (the WakingUpText.ai exercise file), the file will not import.  What is causing this issue?
A: If Motion is not importing the .AI (Adobe Illustrator) files correctly, see the instructions for using Illustrator files with Motion here: http://www.apple.com/pro/techniques/motionimport/
An important step is to make sure the Illustrator files have PDF compatibility turned on. To do this, open the files in Illustrator and check the “Create PDF Compatible File” option in the Save dialog box. Another option is to save the file as a PDF before importing it into Motion.
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