Motion User Guide
- Welcome
- What’s new
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- Intro to basic compositing
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- Intro to transforming layers
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- Intro to transforming layers in the canvas
- Transform layer properties in the canvas
- Transform tools
- Change layer position, scale, or rotation
- Move a layer’s anchor point
- Add a drop shadow to a layer
- Distort or shear a layer
- Crop a layer
- Modify shape or mask points
- Transform text glyphs and other object attributes
- Align layers in the canvas
- Transform layers in the HUD
- Transform 2D layers in 3D space
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- Intro to behaviors
- Behaviors versus keyframes
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- Intro to behavior types
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- Intro to Parameter behaviors
- Audio behavior
- Average behavior
- Clamp behavior
- Custom behavior
- Add a Custom behavior
- Exponential behavior
- Link behavior
- Logarithmic behavior
- MIDI behavior
- Add a MIDI behavior
- Negate behavior
- Oscillate behavior
- Create a decaying oscillation
- Overshoot behavior
- Quantize behavior
- Ramp behavior
- Randomize behavior
- Rate behavior
- Reverse behavior
- Stop behavior
- Track behavior
- Wriggle behavior
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- Intro to Simulation behaviors
- Align to Motion behavior
- Attracted To behavior
- Attractor behavior
- Drag behavior
- Drift Attracted To behavior
- Drift Attractor behavior
- Edge Collision behavior
- Gravity behavior
- Orbit Around behavior
- Random Motion behavior
- Repel behavior
- Repel From behavior
- Rotational Drag behavior
- Spring behavior
- Vortex behavior
- Wind behavior
- Additional behaviors
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- Intro to using generators
- Add a generator
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- Intro to image generators
- Caustics generator
- Cellular generator
- Checkerboard generator
- Clouds generator
- Color Solid generator
- Concentric Polka Dots generator
- Concentric Shapes generator
- Gradient generator
- Grid generator
- Japanese Pattern generator
- Lens Flare generator
- Manga Lines generator
- Membrane generator
- Noise generator
- One Color Ray generator
- Op Art 1 generator
- Op Art 2 generator
- Op Art 3 generator
- Overlapping Circles generator
- Radial Bars generator
- Soft Gradient generator
- Spirals generator
- Spiral Drawing generator
- Use Spiral Drawing onscreen controls
- Star generator
- Stripes generator
- Sunburst generator
- Truchet Tiles generator
- Two Color Ray generator
- Save a modified generator
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- Intro to filters
- Browse and preview filters
- Apply or remove filters
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- Intro to filter types
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- Intro to Color filters
- Brightness filter
- Channel Mixer filter
- Color Adjustments filter
- Color Balance filter
- Example: Color-balance two layers
- Color Curves filter
- Use the Color Curves filter
- Color Reduce filter
- Color Wheels filter
- Use the Color Wheels filter
- Colorize filter
- Contrast filter
- Custom LUT filter
- Use the Custom LUT filter
- Gamma filter
- Gradient Colorize filter
- HDR Tools filter
- Hue/Saturation filter
- Hue/Saturation Curves filter
- Use the Hue/Saturation Curves filter
- Levels filter
- Negative filter
- OpenEXR Tone Map filter
- Sepia filter
- Threshold filter
- Tint filter
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- Intro to Distortion filters
- Black Hole filter
- Bulge filter
- Bump Map filter
- Disc Warp filter
- Droplet filter
- Earthquake filter
- Fisheye filter
- Flop filter
- Fun House filter
- Glass Block filter
- Glass Distortion
- Insect Eye filter
- Mirror filter
- Page Curl filter
- Poke filter
- Polar filter
- Refraction filter
- Ring Lens filter
- Ripple filter
- Scrape filter
- Sliced Scale filter
- Use the Sliced Scale filter
- Sphere filter
- Starburst filter
- Stripes filter
- Target filter
- Tiny Planet filter
- Twirl filter
- Underwater filter
- Wave filter
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- Intro to Stylize filters
- Add Noise filter
- Bad Film filter
- Bad TV filter
- Circle Screen filter
- Circles filter
- Color Emboss filter
- Comic filter
- Crystallize filter
- Edges filter
- Extrude filter
- Fill filter
- Halftone filter
- Hatched Screen filter
- Highpass filter
- Indent filter
- Line Art filter
- Line Screen filter
- MinMax filter
- Noise Dissolve filter
- Pixellate filter
- Posterize filter
- Relief filter
- Slit Scan filter
- Slit Tunnel filter
- Texture Screen filter
- Vignette filter
- Wavy Screen filter
- About filters and color processing
- Publish filter controls to Final Cut Pro
- Using filters on alpha channels
- Filter performance
- Save custom filters
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- Intro to 3D objects
- Add a 3D object
- Move and rotate a 3D object
- Reposition a 3D object’s anchor point
- Exchange a 3D object file
- 3D object intersection and layer order
- Using cameras and lights with 3D objects
- Save custom 3D objects
- Guidelines for working with 3D objects
- Working with imported 3D objects
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- Intro to 360-degree video
- 360-degree projects
- Create 360-degree projects
- Add 360-degree video to a project
- Create a tiny planet effect
- Reorient 360-degree media
- Creating 360-degree templates for Final Cut Pro
- 360-degree-aware filters and generators
- Export and share 360-degree projects
- Guidelines for better 360-degree projects
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- Intro to settings and shortcuts
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- Intro to Keyboard shortcuts
- Use function keys
- General keyboard shortcuts
- Audio list keyboard shortcuts
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- Tools keyboard shortcuts
- Transform tool keyboard shortcuts
- Select/Transform tool keyboard shortcuts
- Crop tool keyboard shortcuts
- Edit Points tool keyboard shortcuts
- Edit shape tools keyboard shortcuts
- Pan and Zoom tools keyboard shortcuts
- Shape tools keyboard shortcuts
- Bezier tool keyboard shortcuts
- B-Spline tool keyboard shortcuts
- Paint Stroke tool keyboard shortcuts
- Text tool keyboard shortcuts
- Shape mask tools keyboard shortcuts
- Bezier Mask tool keyboard shortcuts
- B-Spline Mask tool keyboard shortcuts
- Transport control keyboard shortcuts
- View option keyboard shortcuts
- HUD keyboard shortcuts
- Inspector keyboard shortcuts
- Keyframe Editor keyboard shortcuts
- Layers keyboard shortcuts
- Library keyboard shortcuts
- Media list keyboard shortcuts
- Timeline keyboard shortcuts
- Keyframing keyboard shortcuts
- Shape and Mask keyboard shortcuts
- 3D keyboard shortcuts
- Miscellaneous keyboard shortcuts
- Touch Bar shortcuts
- Move assets to another computer
- Work with GPUs
- Glossary
- Copyright
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Audio parameter behavior in Motion
The Audio parameter behavior performs an analysis of a specific property of an audio track, then applies an animation curve to a parameter of another object in your project based on that analysis. You can apply the Audio parameter behavior to parameters of filters, replicators, shapes, particle systems, lights, text, and even other behaviors to make your visuals pulse in sync to the beat of a soundtrack.
Adjust this behavior using the controls in the Behaviors Inspector:
Source Audio: A source well that sets the audio track from which to read audio data. Drag an audio clip or a video clip containing audio into the Source Audio well, or use the pop-up menu to choose a source for audio analysis.
Note: For the Audio parameter behavior to have an effect on an object, audio must be present in the Audio Timeline at the position of the behavior.
Respond To: A pop-up menu that sets the type of audio data analysis to perform. Choose Amplitude or Transients. If set to Amplitude, the behavior responds to peak values of a particular frequency. If set to Transients, the behavior responds to rapid changes in frequency.
Graph Range: A pop-up menu that sets the initial range of frequency values to be analyzed by the behavior. There are four options: All Frequencies, Bass, Mid, or Treble. The option you choose affects the frequency range of the Low Frequency and High Frequency parameters (described below).
Audio Graph: A graph displaying a visual representation of the Source Audio data analyzed by the behavior per frame.
Click the Play button beneath the Audio Graph to see the selected Source Audio data as it plays back live. If analysis underway, a progress bar appears in the Audio Graph area. The Output level meter shows the amount of audio data from this behavior being sent to the visual effect in Motion. (Output is controlled by the Scale slider, described below.)
Set Low Frequency, High Frequency, Floor, and Ceiling values by dragging the small tags along the bottom or right side of the graph. Alternatively, you can set these values numerically using the four sliders underneath the graph to isolate specific frequencies and values for analysis:
Low Frequency: A slider that sets the low frequency threshold of audio analysis. Only audio frequencies above this value are analyzed. Values range from 1 Hz to 22,050 Hz.
High Frequency: A slider that sets the high frequency threshold of audio analysis. Only audio frequencies below this value are analyzed. Values range from 1 Hz to 22,050 Hz.
Floor: A slider that sets the minimum value of audio input, below which results are ignored. Values range from 0 to 1.
Ceiling: A slider that sets the maximum value of audio input, above which results are ignored. Values range from 0 to 1.
Smoothness: A slider (available when Respond To is set to Amplitude) that sets the window size to smooth the result curve. Any value other than 0 triggers a keyframe reduction with an error tolerance of 1%. Values range from 0 to 10.
Note: Depending on your audio file, Smoothness values greater than 7 may result in audio playing out of sync.
Sensitivity: A slider (available when Respond To is set to Transients) that sets the sensitivity of the transient detection. Values range from 0% to 100%.
Channel: A pop-up menu that sets the audio channel to analyze. Choose Mix/Mono, Left, or Right.
Note: With a multichannel audio file used as a source, you must select Mix/Mono for audio analysis to be performed properly.
Peaks: A pop-up menu that sets how Motion generates peak curves in the Keyframe Editor based on audio analysis data. Changing peak options affects how the Audio behavior is applied to its parent object. There are four menu options:
Sharp: Peaks are generated from the maximum amplitude of the audio channels you choose from the Channel parameter and the frequencies you set in the Graph Range. You can adjust which portion of the audio bandwidth is analyzed using the Graph Range pop-up menu and the sliders in the Audio Graph. When Respond To is set to Transients, two keyframes are added before and after each transient keyframe (attack and release), and the transient keyframes are interpolated as linear sharp peaks.
Smooth: Peak curves are generated from the average amplitude of the audio channels you choose from the Channel parameter and the frequencies you set in the Graph Range. You can adjust which portion of the audio bandwidth is analyzed using the Graph Range pop-up menu and the sliders in the Audio Graph. When Respond To is set to Transients, two keyframes are added before and after each transient keyframe (attack and release), and the transient keyframes are interpolated as smooth curves.
Square: When Respond To is set to Transients, this option appears. Two keyframes are added before and after each transient keyframe (attack and release), and the transient keyframes are constantly interpolated as square peaks.
Continuous: When Respond To is set to Transients, this option appears. The transient values are interpolated with no additional processing and appear as is.
Attack: A slider (available when Respond To is set to Transients) that modifies the animation curve to the amount of the offset in frames between the peak of the curve generated by the Audio behavior and the first frame of the curve. The number of frames that the curve takes to reach its peak value from its initial value is called the Attack.
Release: A slider (available when Respond To is set to Transients) that modifies the animation curve to the amount of the offset in frames between the peak of the curve generated by the Audio behavior and the last frame of the curve. The number of frames that the curve takes to reach its final value from its peak is called the Release.
Apply Mode: A pop-up menu that sets the method by which the audio analysis affects the curve. Choose Add, Subtract, Multiply, or Add and Subtract.
Delay: A slider that sets a delay in frames to offset the resulting keyframes.
Scale: A slider that sets the scale factor to affect the result of the audio analysis.
Apply To: A parameter assignment pop-up menu that sets the object parameter to which the audio behavior is applied.
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