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Motion 5 Essential Training

Viewing a scene in different layouts


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Motion 5 Essential Training

with Ian Robinson

Video: Viewing a scene in different layouts

Working in a 3D environment does literally add a new dimension to your work inside of Motion, but it really actually creates many, many different situations that you have to deal with, the least of which is orientation. I mean if a project is too simple or layered up with way too many things in the scene, sometimes it's easy to get confused as to which way is actually up. Thankfully, there are a couple of tools inside of Motion to help with that situation. So if we look at our project here, you'll notice I have a camera in the scene.
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  1. 14m 18s
    1. Welcome
      1m 6s
    2. Learning important definitions
      8m 13s
    3. Using the exercise files
      1m 37s
    4. Relinking missing media
      3m 22s
  2. 49m 41s
    1. Launching Motion for the first time
      4m 3s
    2. Navigating the interface
      9m 27s
    3. Creating and transforming objects in the Canvas
      6m 9s
    4. Controlling the Timing pane
      6m 29s
    5. Setting essential preferences
      6m 41s
    6. Customizing the keyboard
      5m 5s
    7. Using RAM preview and audio controls to get smooth preview playback
      5m 26s
    8. Introducing markers and audio
      6m 21s
  3. 26m 9s
    1. Adding assets to a project
      7m 56s
    2. Using the Library
      6m 4s
    3. Working with layers and groups
      6m 9s
    4. Understanding and using blend modes
      6m 0s
  4. 31m 15s
    1. Adding and adjusting behaviors
      7m 5s
    2. Adding multiple behaviors
      6m 31s
    3. Trimming and sliding behaviors
      8m 40s
    4. Using custom presets to create a slideshow
      8m 59s
  5. 29m 49s
    1. Animating manually using keyframes
      7m 49s
    2. Using the Record button
      6m 28s
    3. Manipulating keyframes with the Keyframe Editor
      10m 9s
    4. Combining keyframes and behaviors
      5m 23s
  6. 52m 33s
    1. Adding and formatting text
      7m 50s
    2. Using text styles
      10m 36s
    3. Formatting with the Transform Glyph tool
      5m 33s
    4. Animating text
      11m 17s
    5. Working with text on a path
      8m 16s
    6. Creating credit rolls
      9m 1s
  7. 31m 19s
    1. Match Move: Four-corner pin
      7m 25s
    2. Match Move: Transform
      11m 27s
    3. Stabilization
      5m 4s
    4. Retiming footage with behaviors
      7m 23s
  8. 16m 42s
    1. Applying and adjusting filters
      4m 18s
    2. Applying multiple filters
      7m 32s
    3. Timing a style with filters
      4m 52s
  9. 33m 35s
    1. Creating and adjusting shapes
      10m 7s
    2. Using shape behaviors
      7m 40s
    3. Creating and adjusting masks
      10m 47s
    4. Creating masks with objects
      5m 1s
  10. 34m 3s
    1. Using the keyer to composite green screen footage
      7m 28s
    2. Refining a key
      11m 6s
    3. Using masks to refine a green screen composite
      7m 54s
    4. Color-correcting elements to match within a green screen composite
      7m 35s
  11. 50m 2s
    1. Understanding generators
      4m 52s
    2. Applying text generators
      5m 41s
    3. Creating particle systems
      5m 49s
    4. Making adjustments to a particle system
      7m 33s
    5. Using particle behaviors
      5m 18s
    6. Creating paint strokes
      6m 58s
    7. Animating paint strokes
      4m 57s
    8. Using the Replicator
      5m 1s
    9. Replicating video
      3m 53s
  12. 47m 28s
    1. Viewing a scene in different layouts
      7m 17s
    2. Working with lights
      8m 12s
    3. Adjusting lighting and reflectivity
      9m 13s
    4. Creating and adjusting shadows
      4m 3s
    5. Creating replicators in 3D
      7m 50s
    6. Creating particles in 3D
      5m 7s
    7. Creating text in 3D
      5m 46s
  13. 42m 14s
    1. Working with cameras
      9m 3s
    2. Creating depth of field in a composition
      4m 55s
    3. Using camera behaviors
      9m 53s
    4. Create interest with the Focus behavior
      7m 26s
    5. Animating cameras with camera framing
      10m 57s
  14. 16m 36s
    1. Adding and adjusting audio
      9m 29s
    2. Adding audio markers
      7m 7s
  15. 17m 37s
    1. Sharing files
      6m 58s
    2. Creating a pre-render
      7m 5s
    3. Archiving a project
      3m 34s
  16. 26m 5s
    1. Creating drop zones
      4m 21s
    2. Setting up rigs: Slider rigs
      6m 56s
    3. Setting up rigs: Pop-up rigs
      4m 49s
    4. Making templates for Motion
      4m 3s
    5. Making templates for Final Cut Pro
      5m 56s
  17. 1m 32s
    1. Goodbye
      1m 32s

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Motion 5 Essential Training
8h 40m Beginner Aug 05, 2011

Viewers: in countries Watching now:

Learn how to create stunning motion graphics and animations for video production. Author Ian Robinson explains how to format and animate type with the Transform Glyph tool and explores Motion's real-time 3D tools. The course also covers working in 3D space, creating depth with lights and shadows, keying green screen effects, and working with particle systems. In addition, Ian offers practical advice on integrating Motion into a professional video workflow and explains how to work smarter using rigs and templates.

Topics include:
  • Getting started with Motion and setting essential preferences
  • Working with layers, groups, and blend modes
  • Animating and adjusting behaviors
  • Building custom presets to create a slideshow
  • Keyframing animation
  • Animating type along a path
  • Creating credit rolls
  • Understanding generators
  • Adding reflections
  • Controlling and animating cameras
  • Creating depth of field in a composition
  • Adjusting audio
  • Exporting, sharing, and archiving a project
Subject:
Video
Software:
Motion
Author:
Ian Robinson

Viewing a scene in different layouts

Working in a 3D environment does literally add a new dimension to your work inside of Motion, but it really actually creates many, many different situations that you have to deal with, the least of which is orientation. I mean if a project is too simple or layered up with way too many things in the scene, sometimes it's easy to get confused as to which way is actually up. Thankfully, there are a couple of tools inside of Motion to help with that situation. So if we look at our project here, you'll notice I have a camera in the scene.

You want to make sure to have at least one camera in your project. That way when we go through the different menus, your menus will look like mine. In this project as well, I also have a Lights group, which I'm just going to turn off for now, and a background layer which is 2D. But I'm still going to turn that off for right now, because I want to be able to focus on exactly what we're seeing here in this individual layout. When you're looking the upper-left corner of the canvas, as I'm sure you know, this is the Camera menu. When I click on this, I can choose between the Active Camera or the Camera.

Notice I'm not really seeing much of a difference. That's just because my camera is the Active Camera because it's the only one in the scene. Now, there are two different kinds of views that you can use to view a 3D scene. There is a perspective view, so let's switch to that. See, with a perspective view you can actually see what's going on in the 3D environment, orbit around, and see how things look in perspective. But there are also orthographic views. These orthographic views are like Front, Back, Left, Right, so let's choose Left here. And as you can see, I can tell that these circles are actually turned slightly just because they're not completely flat.

See, when an orthographic view is perfectly perpendicular to your object, you'll see lines. So let's switch to the top here. See the lines? That's just letting me know exactly where each one of the objects are in the scene. Now, a lot of times when you have thin lines like this you may want to either zoom in on the scene or just select Objects in your Layers panel. Switching between views in the Camera menu can be helpful, but honestly, most of the time when you're trying to gain perspective on things, you want to have more than one view up at a given time.

So let's switch back to our Camera view and go to the upper-right corner of your camera, so all the way in upper right where you see there's a rectangle. If you click and hold, notice you don't get any words. It's just a graphic representation of multiple views. Since I have a wide screen here, let's go ahead and choose this 2 up Horizontal view. Now, I have two separate views that I'm looking at. Now, I have an active view which is surrounded in yellow and then an Inactive view. See, when I click on a view, that allows me to make adjustments within that one window.

When I click on the other view, that allows me to make adjustments in that window. It also allows you to see previews of animations. So when you're working with multiple views, you want to make sure to pay attention to exactly which view is currently active. Let's look at the 3-Up view. When we go to 3-Up, I personally like using this view because I can keep the camera view up here and at the same time I can still have a perspective view in the other window, so I can orbit around and get a better idea as to where I am in perspectives, and I can still keep one of the orthographic views.

Now whether you choose to have the camera in one of the smaller upper windows or in the lower window, it's entirely up to you. When you change one of these windows, the next time you go to that layout, the windows will be set up that way. So for example, if I go to the bottom window down here and change it from a Top view to the Active Camera view and then I change this Upper-left view to the Front view-- this is perfectly flat right now-- if I switch away from this 3-Up view back to a single view, notice it switched to my active view, which was this Front view.

But also, when I click Back here and go to the 3-Up view, I still have my Front view, my Perspective view, and my Active Camera set up accordingly. Now, let's look at just a few more tools we can use to figure out exactly where we are. First, let's select the upper-left window and change back to that Camera view and go back to our 1-Up view. As you're looking through the camera, when you orbit around or move, we're literally moving the camera. So if we switch to the perspective view-- and let me zoom out here a little bit-- within the perspective view, I can select my camera and notice as I move my camera down here in the lower-right corner, I'm getting kind of an inset view.

This is letting me know exactly what my camera is seeing. Now, you'll get the inset view anytime you don't have the camera as your main view and anytime that you actually start moving the camera. If you're not seeing the camera, you need to go up under the View options and make sure that you have all of these different options selected. So there are 3D Overlays like the 3D View tools, the Compass, which we'll get to in a second, the Inset view, which you just saw a second ago, and let's turn on 3D Grid.

See, the 3D Grid allows you to see exactly where the floor is, if you will, within the Motion project. So thankfully, we have just put the floor pretty much in the same place as where our 3D Grid is. Lastly, the 3D Scene Icons, if we deselect that, notice we can't see the camera anymore. Also, if we turn the lights on, even though we can see the lights, we physically can't click on them and adjust them in the canvas unless we go and turn the 3D Scene Icons back on. Now, I can click right on any one of the lights if I just deselect my camera there.

There we go! I can click on any one of the 3D Scene icons. And last but not least, I want to cover the Compass. The Compass is a fast way of switching between views, just by letting your mouse hover over any one of these blocks. So notice if I click right on this right block, it's going to switch my view to the right view. So it kind of works in the similar fashion to the camera pulldown; it's just a little faster. Now, to switch back to your Active Camera, or your Camera, just Ctrl+Click right over the Compass and choose Camera.

That way we can jump right back into where we are in the scene. As I've been talking, I know I've shown you a lot of different tools and sometimes you can still feel a little bit overwhelmed. But I have a little tip for you and it has to do with cameras. In the next chapter, we're going to get really in depth with cameras, and you'll learn everything about how to control them and set them up in a scene. But basically, as you start building your complex projects, you want to just add cameras, add custom views around the areas of the project where you're going to be working.

See that way, you can just switch back and forth between your own custom cameras, and you'll have a much better idea as to exactly where you're working in the scene.

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