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Camera behaviors, Dolly, Focus – Apple Motion 4 User Manual

Page 1216

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To enable/disable depth of field effects

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From the Render pop-up menu in the Toolbar, select Depth of Field (or press
Option-Control-D).

When a check mark is visible next to the menu item, the effects will be rendered. When
no check mark is visible, all objects will remain in focus.

For information on overriding this setting during export, see

Overriding Project Settings

Selected in the Render Pop-Up Menu

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Camera Behaviors

While most types of behaviors in Motion can be applied to cameras, there is an additional
set of special Camera behaviors specifically designed to be applied to a camera in a 3D
project. These behaviors create basic camera moves such as dolly moves, panning, and
zooming without keyframing.

To add a Camera behavior

1

Select a scene camera in the Layers tab, Timeline, or Canvas.

2

Click and hold the Add Behavior icon in the Toolbar, choose Camera from the pop-up
menu, then choose an item from the submenu.

There are six camera-specific behaviors: Dolly, Focus, Framing, Sweep, Zoom In/Out, and
Zoom Layer. These behaviors are applied directly to a camera object.

Dolly

Moves the camera a specified distance along the camera’s Z axis.

Parameters in the Inspector

Distance:

A slider and value slider that set the distance of the dolly movement.

Speed:

A pop-up menu that sets the type of interpolation used for the movement. The

value can be set to Constant, Ease In, Ease Out, Ease Both, Accelerate, or Decelerate.

HUD Controls
The HUD contains the same controls as the Inspector.

Focus

Animates the camera’s Focus Offset parameter to focus on a target object. For more on
camera focus settings, see

Depth of Field

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Tip: This behavior can be used to perform a rack-focus effect during a scene.

Parameters in the Inspector

Target:

An image well to specify the object upon which the camera will focus.

Transition:

A slider to set how long it will take for the camera to reach the framing

position, measured as a percentage of the behavior’s duration.

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Chapter 18

3D Compositing