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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 thought some of you might find this video helpful since Motion is still a relatively young application. So one of the first reasons I like working with Motion is the fact that it's a part of Final Cut Studio. It cuts down on a lot of rendering and importing when you use the process called Round Tripping. It's a lot easier to manipulate graphics and objects than in Final Cut Pro. Also Motion is integrated with all the studio apps, so it's easy to make changes. If you are an After Effects user, I've found that Motion's strong points make it a very viable option when creating certain kinds of graphics.
For example, organic animations. If you are trying to create something that looks and moves in an organic fashion I've found Motion's behaviors and real-time capabilities to be far superior to any other motion graphic application I have ever used. For example, a particle system. Often what makes particle systems interesting is the way all the particles move. Well in Motion, you can watch the particles as you make adjustments in real-time. This saves me a ton of time and money and heartache if a client is in the room. The next thing that's always strong is its patterns. With the Replicator in Motion it's very easy to create patterns that are fully capable of animating throughout the entire pattern. Again in real-time. Another thing is camera moves. With the new camera move behaviors it's very easy to create camera moves that we usually be a pain to create using keyframes, again in real-time. I know yeah, if I haven't mentioned it enough already, real-time! The simple fact that Motion is designed to work in real-time is the single most important reason why I use Motion as a designer. I found it has a tendency to "free me" from the software.
So instead of thinking, how can I keyframe this to behave in a certain manner, I can just drag sliders until I get exactly what I'm looking for.
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