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In Motion 4 Essential Training, Ian Robinson shows how to start building outstanding motion graphics and animations for video production. He demonstrates how to build custom text animations with the new Adjust Glyph tool and explores Motion’s amazing real-time 3D tools. Ian highlights working in the 3D space, creating depth with lights and shadows, and using reflections to add realism. He gives practical advice on how to integrate Motion into a professional video workflow, round-tripping with Final Cut Pro and sending a final project to Compressor. Exercise files accompany this course.
So if you are joining me from the last video, you might be thinking yourself why would I want to use a retiming behavior when I can actually retime in the Inspector. Well, the biggest reason is the fact that you can actually trim retiming behaviors to only take place over certain amount of time whereas when you retime something in the Inspector, you have to retime the entire QuickTime clip. Now, if you are not even sure what retiming means, just go to the Library, so I can show you. Click on the Library tab, in Behaviors and go down to Retiming. Let's just click through a couple of this so you can see some different examples.
Now take a look at this preview. This actually isn't a problem with the playback on this computer. This is really how this behavior is designed to work. All these behaviors were designed to work with QuickTime files and basically, what it's doing, it's just kind of shifting around the different frames to create these Flash Frames. Let's look at Hold Frames. This is one of my favorites because you know back in the data pause footage, you'd actually have to export a still image and then re-import that still image into your Timeline and then edit your footage. This makes it really easy, you just drop the Hold Frame on and it holds that frame until that behavior ends.
Loop is kind of cool. It just loops the specific section of the footage. Ping Pong, you guessed it back and forth, definitely come back and click through all of these, but for right now, let's start playing with the Set Speed behavior. Drag and drop that onto your canvas. And you notice by default, it has applied behavior to the entire length of the clip. I'm going to go ahead and drag my playhead here. I only want this behavior to start maybe halfway through the comp. So drag your playhead to the middle of the comp and press I on your keyboard to trim the behavior.
Now if you notice when you move the playhead back and play through the behavior, it's going to play at normal speed and then when we hit Set Speed it'll actually slow down. One of the things I enjoy about his behavior is the fact that you can actually ease into the speed change. So let's go to the Inspector so I can show you more what I'm talking about. In the Behaviors tab, you notice I can set the Ease In Time. This is doing exactly what you do in the Keyframe Editor when you change the handles to Bezier or perform an ease function. So the Speed value is set to 50 and all that means is it's playing this footage back at 50% speed.
Notice you can set a keyframe with all of these parameters as well. Let's trim the out point of the Set Speed behavior. Move your playhead further down the timeline and press O. Now I want this footage to play through and have the guys go really fast and then go back to normal speed. Well, the easiest way to do that is just adjust the Speed behavior way up, so we'll go ahead and drag that up to around 200. And let's just move our playhead back before the behavior and press Play and see what happens.
Now if you have ever tried the keyframe speed changes in the Keyframe Editor, you'll know sometimes it's really hard to make this adjustment appear subtle but that's one of the beauties of the Set Speed behavior. We just went through a speed change where the footage played back at 200% and the actual changes between the original footage and the speed change was smoothly adjusted. Retiming behaviors are easy to apply and you can apply them to the specific section of your QuickTime file. So like I said before, please go back to the Library and play with some of the other Retiming behaviors.
We just wanted to cover this one because this seems to be the one that's a little more complex.
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