Motion User Guide
- Welcome
- What’s new
-
- Intro to basic compositing
-
- Intro to transforming layers
-
- 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
-
- Intro to behaviors
- Behaviors versus keyframes
-
- Intro to behavior types
-
- 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
-
- 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
-
- Intro to using generators
- Add a generator
-
- 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
-
- Intro to filters
- Browse and preview filters
- Apply or remove filters
-
- Intro to filter types
-
- 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
-
- 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
-
- 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
-
- 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
-
- 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
-
- Intro to settings and shortcuts
-
- Intro to Keyboard shortcuts
- Use function keys
- General keyboard shortcuts
- Audio list keyboard shortcuts
-
- 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
![](https://help.apple.com/assets/6578ED9D202EA54F7003FAAA/6578ED9EBDA3B130FF0B4ED0/en_US/61af24e141c4e4e33a9f3252ac43ed64.png)
Framing behavior in Motion
The Framing behavior animates the camera along a path to position it in front of a selected layer. You can control how the layer fits into the frame at the ending position, and you can control the shape of the path to affect the amount of bend or curvature, as well as the apex of such a curved path. Other parameters allow you to customize the camera’s orientation along the path, the speed at which it travels, and at what point it begins orienting towards the target object.
The Framing behavior has handles to allow you to manipulate the path and ending position in the canvas. For more information on using the Framing behavior’s handles, see Use Framing behavior onscreen controls.
Tip: Multiple framing behaviors can be arranged consecutively to move a camera from one object to another over the course of a scene.
WARNING: Applying a Framing behavior before or after a Basic Motion behavior, such as Motion Path or Throw, can create unexpected results. These behaviors can continue to affect the object even after the behavior ends. For example, if a Framing behavior is applied after a Motion Path behavior is applied, the residual effect of the Motion Path is combined with the path generated by the Framing behavior, resulting in the target object being framed improperly.
After you apply this behavior, the Framing section of the Behaviors Inspector contains the following parameter controls:
Target: An image well to specify the object upon which the camera is framed. Drag an object from the Layers list into the well.
Target Face: A pop-up menu to specify which side (face) of the target layer the camera points to at the end of the framing behavior. For example, when you choose “Bottom (-y),” the camera swoops in from its original position to frame the bottom of the object, pointing up along the Y axis.
Up Vector: A pop-up menu that provides a constraint for the camera to keep it the right way up. By default, the camera is upright along the Y axis. When you choose “Target +X,” the camera moves from its original position and rotates so that it’s perpendicular to the X axis of the target object, making its upright axis +X (the right side of the X axis, based on the 0, 0, 0 coordinate system). When you choose “World +X,” the camera moves from its original position and rotates so that it is perpendicular to the +X axis of the 3D space (rather than the axis of the target layer). When you choose “Auto,” Motion tries to guess the upright axis.
For more information on coordinates, see Intro to 3D compositing.
Framing: A pop-up menu to specify how the target should be framed. The menu choices include the following:
Fit Horizontally: Positions the camera so the full width of the target fits in the width of the frame.
Fit Vertically: Positions the camera so the full height of the target fits in the height of the frame.
Fit Both: Positions the camera so both width and height of the target fit in the frame.
Simple Fit: Positions the camera so both width and height of the project fit in the frame. If the target object is larger or smaller than the project dimensions, it may not properly fill the frame.
Custom Fit: This option appears when you modify the Framing Offset parameter (described below).
Framing Offset: Three value sliders (X, Y, and, when expanded, Z) to offset (in pixels) the point on the target that is centered, relative to the camera. By adjusting Framing Offset, you can target a point other than the center of the object. The Z slider moves the camera nearer to or farther from the target.
Offset Path Apex: A slider to set the position along the path (from the original position to the framing position) where the bend (if any) occurs if the user chooses to offset the path. Offset Path Apex is expressed as a value between 0 and 1 (0 being at the start of the path, 1 being the end, and 0.5 being halfway along the path).
Path Offset: Three value sliders (X, Y, and, when expanded, Z) to offset the camera’s position from the path, measured in pixels.
Orientation: A pop-up menu to set whether the camera is oriented towards the target at every frame (Orient to Current) or oriented towards the target at its final position (Orient to Final).
Position Transition Time: A slider to set how long it takes the camera to reach the framing position, measured as a percentage of the behavior’s duration.
Rotation Transition Time: A slider to set how long it takes the camera to reach the framing orientation, measured as a percentage of the behavior’s duration.
Transition: A pop-up menu to set the speed of the transition. Choices include Constant, Ease In, Ease Out, Ease Both, Accelerate, or Decelerate.
Ease Out Time: A slider to set the percentage of the behavior’s duration when the ease-out effect starts. The ease out ramps down the behavior’s effect until the end of the behavior.
Ease Out Curve: A slider that sets the rate of the ease-out effect.
The HUD contains a subset of the controls in the Inspector.
Download this guide: PDF