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Using the replicator, Using the replicator library presets – Apple Motion 3 User Manual

Page 759

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Chapter 9

Using the Replicator

759

Note: Keep in mind that replicating a movie, especially with applied filters, adversely
impacts your computer’s processing performance. For better performance, output your
sequence with the filter applied, then it import and use the movie as a source.

Using the Replicator

Although you can use the numerous replicator controls to create incredibly complex,
intricate animated patterns, replicating a layer in your project can be fast and easy. This
section describes how to use pre-made replicators from the Library. The following
section explains how to create a simple replicated pattern of your own.

Using the Replicator Library Presets

The easiest way to add a replicator to your project is to use a replicator preset from the
Library. Because the Library replicators are pre-made using Motion content, they are for
more generalized usage. If you find one that is close to what you need, you can easily
customize its parameters after you add it to your project. Library replicators are added
to a project exactly like any other object.

For information on replicating your own objects, see “

Creating a Simple Custom

Replicator Pattern

” on page 762.

To use a replicator from the Library:

1

Select the layer to which you want to add the replicator.

2

In the Library, select the Replicator category.

The Replicator category is divided into subcategories, such as Mattes, Transitional,
Backgrounds, and so on.

3

Select a subcategory, then select a replicator object, such as Curved Drops (in the
Miscellaneous subcategory).

Creating Graphics and Animated Clips for a Replicator

Creating a replicator from scratch begins with designing the graphic you want to
replicate. You can use any image, shape, text, or movie supported by Motion as a
source for a replicator cell. The guidelines for creating source layers for a particle
system also apply to creating sources for the replicator. For more information, see

Creating Graphics and Animations for Particle Systems

” on page 711.