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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.
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.
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