https://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpg00Larry Jordanhttps://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpgLarry Jordan2020-06-18 01:30:002020-06-18 01:30:00Tip #775: Examine and Alter Media Clip Properties
We can select a region in the timeline, then copy and paste into it.
In Motion, we can make changes to a range of frames, known as a region. For example, you can cut or copy a section of time to remove it from your project completely, or just move it to a new position in Timeline. Regions need not align with object edges in the Timeline—you can create a region that begins midway through an object.
You can also paste objects into a defined region using the Paste Special command, which lets you insert, overwrite, or exchange objects in the Timeline. Additionally, you select a region and insert blank frames, creating an empty placeholder for a clip you don’t yet have.
Here’s how to paste into a selected region:
In Motion, select an object.
Press Cmd + C to copy or Command-X to cut your selection.
Press and hold the Command and Option keys, drag in the timeline ruler to select a region.
Choose Edit > Paste Special.
The Paste Special dialog appears.
Select “Insert into time region” or “Overwrite into time region,” then click OK.
The Clipboard contents are pasted into the region using the method you specified.
NOTE: This requires selecting a region in the Timeline, not the mini-timeline.
https://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpg00Larry Jordanhttps://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpgLarry Jordan2020-06-18 01:30:002020-06-18 01:30:00Tip #776: Copy & Paste Into a Region in Motion
Use Keyframes for precise control over specific parameters.
When should you use keyframes instead of Behaviors? This Apple KnowledgeBase post has the answer.
As an alternative to animating with behaviors, you can animate most text parameters using keyframes. The text animation method you use (keyframing or behaviors) depends on your project, or more specifically, your timing needs:
Use keyframes if you need an action to happen at a specific point in time in your project. For example, if you want text to be completely transparent at frame 1, become completely opaque at frame 60, become transparent again at frame 90, and opaque again at frame 120, use keyframing. Keyframes apply specific values to an object’s parameters at specific frames.
Use behaviors if the timing of the animation doesn’t need to be precise. For example, if you want the text to be completely transparent at frame 1, become opaque over frames 60–90, and become transparent by frame 120, use the Fade In/Fade Out behavior. Behaviors generate a range of values that are applied to an object’s parameters.
You can combine keyframing and behaviors to animate any object in Motion. For example, if you keyframe text opacity, you can then apply the Tracking behavior to animate text tracking, or you can keyframe the Tracking parameter. However, if you keyframe the text Opacity parameter and then apply a Fade In/Fade Out behavior to the text, unexpected results may occur.
There is a trimming preference setting that can speed trimming your clips. However, it is off by default. Here’s what you need to know to turn this on.
Open Preferences > Trim and check the top box.
Allow Selection tool… This changes the cursor to the Ripple or Roll trimming tools depending upon where it is located relative to the edit point.
For example, hover the cursor near the Out and the cursor changes to a Ripple trim. Hover it over the edit point, and it automatically changes to a Roll trim. Near the In switches to the Ripple tool again.
When this option is not checked, hovering over an edit point displays the Trim In/Out tool, which is less helpful than Ripple and Roll.
Simulation behaviors are very simple ways to create complex motion.
The following text is from the Apple Motion Help files.
Simulation behaviors perform one of two tasks. Some Simulation behaviors, such as Gravity, animate the parameters of an object in a way that simulates a real-world phenomenon. Other Simulation behaviors, such as Attractor and Repel, affect the parameters of objects surrounding the object to which they’re applied. These behaviors allow you to create sophisticated interactions among multiple objects in your project with minimal adjustments. Like the Basic Motion behaviors, Simulation behaviors also affect specific object parameters. Examples include Attractor, Gravity, and Repel.
Important: Several Simulation behavior parameters contain object wells into which you drag target objects used as attractors, repellers, orbiters, and so on. Dragging an object to a well can be tricky—be sure to drag the object name (or thumbnail) from the Layers list to the object well in the Inspector without releasing the mouse button until the pointer is over the object well. If you click the object in the Layers list and release the mouse button, that behavior object is deselected its parameters are no longer displayed in the Inspector. This applies to all object wells, including mask source wells and image wells.
https://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpg00Larry Jordanhttps://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpgLarry Jordan2020-06-11 01:30:002020-06-05 14:46:12Tip #750: What Are Simulation Behaviors?
https://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpg00Larry Jordanhttps://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpgLarry Jordan2020-06-11 01:30:002020-06-05 14:48:23Tip #751: 16 Simulation Behaviors & What They Do
These behaviors have lots of uses – and are fun to play with.
Here are three behaviors that are fun to play with – and useful at the same time. (This text is from the Apple Motion Help files.)
Align to Motion. This changes the rotation of an object to match changes made to its direction along an animation path. This behavior is meant to be combined with Simulation behaviors that animate the position of an object or with a keyframed animation path you create yourself. Unlike the Snap Alignment to Motion behavior, which produces absolute changes in rotation that precisely match changes in direction, Align to Motion has a springy reaction and creates a more lively effect.
NOTE: The Align to Motion behavior does not work on objects animated using the Motion Path behavior. Instead, use the Snap Alignment to Motion behavior (in the Basic Motion subcategory).
Orbit Around. This causes the affected object to circle around a designated target. Similar to the Attracted To behavior, the Orbit Around behavior’s default parameter settings give the object sufficient initial velocity to orbit around another object in a perfect circle.
Repel. This pushes objects away from the affected object. If you apply the Repel behavior to an object, that object pushes away all other objects within the area of influence in the canvas. The strength with which objects are pushed away can be increased or decreased, as can the distance repelled objects travel. I find this simulation works really well flying an object through a field of particles, pushing the particles away from the object.
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