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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.
So before we delve into all the different things you can do with particles, it's kind of important to understand what exactly a particle is. Well, in Motion 3, anything can be a particle. Let me show you. Go ahead and select your violin and go up to the top, and click Make Particles. Now I know you may not be seeing anything yet, go ahead and hit the spacebar on your computer. And there you'll see a violin replicating numerous, numerous times. Go ahead and stop your playback, and let's look at some of the options with particle systems. Bring up your HUD.
Now open your Layers palette, F5. Basically a particle system is made up of two things. You have a particle cell, and then you have a particle emitter. For all intents and purposes, the emitter is just kind of a cannon. It just shoots out particle cells in whatever direction and speed you choose. So the particle cell is literally just the object that you told Motion to turn in to a particle system with the Make Particles button, in the top of your toolbar. So select your particle emitter, and let's look at some of the options.
As you can see here, we have Birth Rate. This is how many particles are born every second. And right here we have Life. This is how long the particles live after they are born. The next option is Particle Scale. As you can see it just scales all your particles. And the next one is Emission Range, and basically this controls the range as to where your particles are shooting, and down here, you'll notice the graph is changing. If you click and drag on this graph, it's just like the Throw behavior- how hard are you throwing something- and it has these extra parameters, which allow you to control how wide the particles are being thrown. Now there are plenty more other options to particle systems, but I just wanted you to have a quick understanding of exactly what is a particle.
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