Apple Motion User Guide 5.2 Operating Instructions 52 UG EN
User Manual: apple Motion - 5.2 - Operating Instructions Free User Guide for Apple Motion Software, Manual
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- Motion basics
- Create and manage projects
- Add and manage content
- Play back projects
- Work in a basic project
- Work in a 3D project
- Manage timing
- Animate with behaviors
- Animate with keyframes
- Create Final Cut Pro templates
- Build rigs
- Create particles
- Create replicators
- Create and edit basic text
- Build 3D text
- Animate text
- Draw shapes, masks, and paint strokes
- Create graphics with generators
- Add effects with filters
- Composite with color and luma keys
- Track motion in clips
- Work with audio
- Share Motion projects
- Media file formats
- Work smarter
- Copyright

What is Motion?
Motion is a behavior-driven motion graphics application used to
create stunning imaging effects in real time for a wide variety of
broadcast, video, and film projects.
In Motion, you can:
Create sophisticated animations on the fly using any of more
than 200 built-in motion and simulation behaviors, such as
Spin, Throw, or Orbit, which allow you to add dynamic motion
to your projects in real time, with no preview rendering time
necessary.
Build complex visual effects using one or more of nearly 300
Motion basics

Build complex visual effects using one or more of nearly 300
filters such as Glow, Strobe, or Bleach Bypass.
Animate the traditional way, using keyframes and modifiable
curves, to create precise timing effects.
Create polished text effects, from the simple (lower-thirds and
credit rolls) to the complex (3D titles, animated effects,
sequencing text).
Create custom effect, transition, title, and generator templates
for automatic export to Final Cut Pro X. You can also modify
the effects, transitions, titles, and generators that ship with
Final Cut Pro.
Use rigging to map multiple parameters to a single control (for
example, a slider that simultaneously manipulates size, color,
and rotation of text) in Motion compositions or in templates
exported to Final Cut Pro X.
Build compositions by selecting from royalty-free content,
such as vector artwork, animated design elements, and high-
resolution images.
Retime footage to create high-quality slow-motion or fast-
motion effects.
Stabilize camera shake or create complex motion-tracking
effects such as match moves and corner-pinning.
Perform advanced compositing and green screen effects.
Build fluid 3D motion graphics for show intros, bumpers,
commercials, or title sequences.
Create sophisticated particle systems involving large numbers
of automatically animated objects in 2D or 3D space.
Build complex patterns of repeating elements using the

Build complex patterns of repeating elements using the
powerful replicator tool, then animate the resulting collages in
2D or 3D space.
Publish your projects directly to websites such as YouTube
and Facebook, or send your motion graphics to iTunes for
syncing with Apple devices such as iPad, iPhone, and Apple
TV.
Motion workflow
The basic process of working in Motion is described below. You
don’t have to do every step, and you might do other tasks that
aren’t listed here.
Create a project
You can create a blank project, open a preset composition, or
create a template for use in Final Cut Pro X.
Add media
Typically, you import media to create a composition. You can,
however, create entire projects using the built-in content that
comes with Motion, such as preset particle emitters, text, or
generators. Each media item added to your project becomes a
layer in your composite.
Add or create effects
Now the fun really begins. Whether you’re building simple
animated backgrounds, creating green screen composites or 3D
composites, or assembling complex motion-graphics animations,
the effect possibilities are nearly limitless.
Share your composition
When your project is finished, you can publish your movie right
from Motion to the web, or send it to iTunes, iPad, iPhone, iPod,
or Apple TV. You can also burn a disc to give to others.
Motion interface at a glance
The Motion interface is divided into several functional areas.
Project Browser
When you open Motion, the Project Browser appears. Use this
window to create new projects or open existing projects.

For more information, see .
Main workspace
After you open a project via the Project Browser, the main
workspace appears. Use this window to build, modify, and
preview your motion graphics projects. The main workspace is
divided into several functional areas, described in detail below.
Create a new project

File Browser
The File Browser, located on the left side of the main workspace,
displays all files on your computer and networked disks.
Navigating the File Browser is similar to navigating a window in the
Finder.
When you select a file in the File Browser, a visual preview
appears in the top-left corner of the Motion workspace, along with
the file’s metadata.

Library
The Library, located on the left side of the main workspace,
contains effects, content, presets, behaviors, filters, and other
elements available in Motion. You can expand the Library content
by adding fonts, music, or photos, or by saving content and
effects that you create in Motion.
When you select an item in the Library, a visual preview appears
in the top-left corner of the Motion workspace. The preview area
also contains text information for the selected item, such as a
description of the behavior, filter, or generator.

Inspector
When you select an object in your Motion project—an image,
video clip, or effect—its parameter controls become available in

the Inspector, located on the left side of the main workspace,
ready for adjustment.
There are four Inspector categories, each of which displays
parameter controls for the selected object:
Properties Inspector: Contains controls for setting basic

Properties Inspector: Contains controls for setting basic
attributes of the selected object, such as position, scale, and
blending.
Behaviors Inspector: Contains controls for adjusting attributes
of behaviors—animation and simulation effects that you can
apply to objects in your project.
Filters Inspector: Contains controls for adjusting attributes of
filters—visual treatments that you can apply to objects in your
project.
Object Inspector: Contains controls that vary depending on
the type of object selected. The name of this Inspector is also
context-sensitive, changing depending on the type of object
selected, such as Camera, Text, or Shape.
Heads-up display (HUD)
The most commonly used Inspector controls are also available in
the heads-up display (HUD), a floating window that you can show
or hide. For more information, see .
Project pane
The Project pane (located between the File Browser, Library, or
Inspector and the Canvas) contains three lists, each of which
Transform layers in the HUD

provides access to a different aspect of your project:
Layers list: Displays the hierarchy of objects (groups, layers,
cameras, lights, behaviors, filters, and so on) in your project.
Media list: Shows the files imported into your project.
Audio list: Provides access to, and control of, audio files in
your project.
More than simple lists of items in a project, these panes let you
organize key attributes of a motion graphics composition,
including the stacking order of image layers, audio settings, and
source media settings.
Canvas

Canvas
The Canvas is the visual workspace where you modify and
arrange objects in your composition. Adding layers and effects to
your project is as simple as dragging them from the Library or File
Browser to the Canvas. The composition in the Canvas is what will
be output when you share a project.
The buttons centered at the bottom of the Canvas are transport
controls. Use them to play your project and see how it looks over
time.
Toolbar
You can access tools for editing and creating objects in the
toolbar, located in the center of the Motion workspace. There are
tools that transform objects in 2D or 3D space; tools that create
text, shapes, and masks; buttons that add cameras, lights,

generators, particle systems, and replicators; and pop-up menus
that apply filters and behaviors to objects.
Timing pane
The Timing pane, located at the bottom of the Motion workspace,
lets you view and modify the time component of a project’s
contents. There are three panes that control a different timing
aspect of a project:
Video Timeline: Provides an overview of objects in the project
and how they’re laid out over time.
Audio Timeline: Provides an overview of audio components in
the project and how they are laid out over time.
Keyframe Editor: Displays the animation curves for animated
parameters and effects.

Basic components of Motion
The composition you build in Motion, then save and share, is
called a project. The basic components of your project—images,
video clips, applied special effects, and so on—are represented in
the interface as objects that you can select, drag, and manipulate
in various ways. There are several categories of objects that you’ll
use in every project:
Groups: The basic containers used in a project to organize
imported media and Motion content and effects. A group can
contain one or more objects, as well as other, nested groups.
Layers: A specific kind of object that you can see in the
Canvas, including:
Images or video clips: Still pictures and movies that you
import into Motion. See
.
Shapes: Rectangles, circles, lines, and more complex
Add and manage content
overview

Shapes: Rectangles, circles, lines, and more complex
shapes that you create in Motion using the shape tools.
See .
Masks: A special type of shape used to create regions of
transparency in layers. See
.
Paint strokes: Freehand shapes drawn in a single,
continuous movement. See
.
Text: Type that you can add and animate in a project. See
.
Particle systems: Sophisticated animation effects
composed of swarming small particles. You can create
your own particle systems or apply the pre-built particle
systems that come with Motion. See .
Replicators: Patterns of repeating visual elements you can
create or apply to build cascading arrays of kaleidoscopic
imagery. See .
Generators: Graphical images that come with Motion,
including colors, bars, stripes, and gradients that you can
add to your project. See .
Effects objects: Special effects that you apply to visual layers.
Effects objects are not visible in the Canvas on their own;
rather, they modify the visual layers you see in the Canvas.
Motion includes the following effects objects:
Cameras: An angle of view that you can adjust or animate
to create the illusion of panning, dollying, or zooming
through your composition. See .
Lights: Simulated illumination sources that you can direct
Shapes, masks, and paint strokes overview
Shapes, masks, and paint
strokes overview
Shapes, masks, and paint
strokes overview
Basic text overview
Particles overview
Replicator overview
Generators overview
Add a camera

Lights: Simulated illumination sources that you can direct
at any visible layer in the canvas. See .
Behaviors: Sophisticated animation and simulation effects
that you can apply to the visual layers in your project. For
example, you can use the Spin behavior to make a shape
rotate over time at a rate you specify. See
.
Filters: Special visual effects used to modify the
appearance of visual layers in Motion. For example, you
can use a blur filter to make an image or shape appear to
be out of focus. You can also animate filters. See
.
In Motion Help, the term object is often used to describe the
superset of all elements (groups, layers, and effects objects) that
comprise and act upon a composition. Layer, however, always
refers to the image-based elements acted upon—the visual media
you see in the Canvas.
About mice, keys, and multi-touch
devices
If you have a two- or three-button mouse connected to your
computer, you can right-click to access the same controls
specified by the Control-click commands in this documentation.
Some keyboard shortcuts require you to use the Function key (Fn
—next to the Control key) in conjunction with the keys specified in
the user documentation. For more information about keyboard
shortcuts in Motion, see .
Add lights
Behaviors
overview
Filters
overview
Keyboard shortcuts overview
If you have a multi-touch device, such as a Magic Mouse or
trackpad, you can use various gestures for interface navigation,
scrolling, frame-scrubbing, and zooming. You can also use
gestures to change the size of icons in the File Browser and
Library. These gestures are discussed in their relative sections of
the documentation.

Create and manage projects
overview
Creating a project is the first step in the Motion workflow. The
easiest way to create a new project (or to open an existing
project) is to use the Project Browser window. When you open
Motion, the Project Browser appears.
Use the options in the browser to specify the type of project you
want to open:
A new standard (“blank”) Motion project
Create and manage projects

A new standard (“blank”) Motion project
A previously opened Motion project
A predesigned composition template that you can customize
A new blank project based on one of the supplied
Final Cut Pro templates (effects that you build in Motion for
use in Final Cut Pro X)
Before opening the new project, you can also use the Project
Browser to modify your project properties—resolution (width and
height), frame rate, and duration. For example, you might want to
choose properties that will match your planned output format.
Regardless of the project properties you choose, after you create
a project, Motion lets you import nearly any kind of media file
supported by QuickTime. Further, you can mix media files with
different properties in the same project. For example, you can
combine video clips of different frame sizes with graphics files. In
the end, the file you output uses the frame size and frame rate
specified by the project properties.
After you create a project, you can or save or revert it, play it
back, or modify its properties.
Create a new project
You can create a Motion project from scratch, using the standard
project settings in the preview area of the Project Browser. If none
of the presets meets your needs, you can create a project with
custom properties. You can also create projects prepopulated
with selected media. Additionally, you can create projects based

on or on
.
Create a basic project
1. Open Motion or, if it’s already open, Choose File > New (or
press Command-N).
2. In the Project Browser, select the Blank category in the
sidebar, then click the Motion Project icon.
3. Choose a resolution from the Preset pop-up menu and a
frame rate from the Frame Rate pop-up menu in the right
column, then click Open.
Important: Frame rates cannot be changed for existing
projects.
A new, untitled Motion project opens. The project is not saved
to your storage device until you choose a save command from
the File menu. For more information on saving project files, see
.
Create a project with custom properties
1. Open Motion or, if it’s already open, Choose File > New (or
press Command-N).
2. In the Project Browser, select the Blank category in the
sidebar, then click the Motion Project icon.
predesigned motion graphics templates special
templates for use as effects in Final Cut Pro X
Save, autosave, and revert projects

3. Click the Preset pop-up menu on the right side of the browser,
then choose Custom.
Additional properties controls appear.
4. Set the resolution (width and height), field order, aspect ratio,
frame rate, and default duration for your custom project.
5. Click Open.
A new, untitled Motion project opens using the custom
properties you specified.
Create a project prepopulated with specific

Create a project prepopulated with specific
media files
1. Do one of the following:
Choose File > Import as Project or press Shift-Command-I.
Open the Project Browser, then click Create Project From
File.
The Import Files as Project dialog appears.
2. Navigate to and select the one or more media files, Shift-
clicking to select contiguous items or Command-clicking to
select noncontiguous items.
As you select files, format settings at the bottom of the dialog
become available. Settings inherent to the selected files
remain dimmed, but propagate to the new project. For

example, because movie files have an inherent frame rate,
aspect ratio, and field order, those settings are dimmed in the
Import Files as Project dialog.
3. If needed, set the frame rate, aspect ratio, field order, and
audio mix settings.
Except for the Frame Rate parameter, these settings can be
modified after the project is created, in the Properties
Inspector. For more information, see
.
Note: If you selected an item from an image sequence, select
the Image Sequence checkbox to have Motion use each
image as a frame in a movie clip. For more information, see
.
4. Click Import as Project.
A new project populated with the media you selected opens.
SEE ALSO
Open an existing project
There are many ways to open an existing Motion project. You can
open projects and templates via the Project Browser, the Motion
Project properties
overview
About image sequences
Use templates overview
Final Cut Pro templates overview

File menu, or the Finder.
Open a project from the Project Browser
1. In the Project Browser (press Command-N), then select a
category in the sidebar to limit which items are displayed in
middle of the browser.
2. Select an item from the middle of the browser.
A video preview, if available, plays in the preview area on the
right.
3. If necessary, modify the resolution, frame rate, and default
duration using the pop-up menus above the preview area.

4. Click Open.
The Project Browser closes and the project you selected opens in
the Motion workspace.
Open a project file from within Motion using
the Open command
1. With Motion open, choose File > Open (or press Command-O).
The Open dialog appears.
2. In the Open dialog, navigate to the project file you want, then
click Open.
Open an existing Motion project file that
does not appear in the Project Browser
Using the buttons at the bottom of the Project Browser, you can
also open a specific project that doesn’t appear in the Project
Browser, but is accessible through the Finder.
1. In the Project Browser, click Open Other (or press Command-
O).
The Open dialog appears.
2. In the Open dialog, navigate to a Motion project file, select it,
then click Open.

Open a recent project
Do either of the following:
In Motion, choose File > Open Recent, then choose a project
from the submenu.
From the Project Browser, click Recent in the sidebar, select a
project from the center of the browser, then click Open.
Open a project file from the Finder
From the Finder, do one of the following:
Double-click a Motion project file.
Select a Motion project file, then drag it onto the Motion
application icon in the Applications folder or in the Dock (if
you’ve placed a Motion application icon in the Dock).
Select a Motion project file, then choose File > Open (or press
Command-O).
Control-click a Motion project file, then choose Open from the
shortcut menu.
The project you selected opens in Motion workspace.
Tip: You can search for Motion projects via Spotlight in the
Finder. For more information, see
.
Search for projects using the
Finder

Close a project
Click the close button in the top-left corner of the project
window (or press Command-W).
Search for projects using the Finder
Spotlight indexes the following properties of Motion projects,
allowing you to perform advanced searches. Use Spotlight in the
Finder (the magnifying glass icon in the OS X menu bar) to take
advantage of this feature.
Project property Description
Layer name The name of a layer in a
project
Media name The name of a media
object in a project
Pathname The path to a media object
in a project
Text The content of a text

object in a project
Description Text in the Project
Description field in the
Properties Inspector
Marker name The name of a marker in
the Timeline of a project
Marker comment Text of a marker comment
in a project
Bypass the Project Browser
If you consistently create projects with a specific preset, template,
or other starting project, you can bypass the Project Browser.
This way, when you create a project, it’s opened in the Motion
workspace with the settings you established.
1. Choose Motion > Preferences (or press Command-Comma).
The Motion Preferences window appears.
2. Click Project.

3. In the For New Documents area, click Use Project.
Note: If you haven’t assigned a preset project, the setting
reads: Use Project: Nothing Selected. When you choose a
project, the text updates to reflect the name of the selected
project.
4. Click Choose.
A window opens containing the contents of the Project
Browser.
5. Select a category in the sidebar and a project type from the
center area, then choose a preset (if available) from the right
column.
6. Click Open.
The selected project is assigned to the Use Project option in the
Project pane of the Preferences window. From now on, the
Project Browser does not appear when you choose File > New (or
press Command-N). Instead, a new project opens in the format
set in Motion Preferences.
Create, edit, and delete project
presets
If you commonly create projects using properties that don’t match
any available preset, you can create a custom preset for future
use. Presets are created, modified, and deleted in the Presets

pane of Motion Preferences.
Note: The Default checkbox in the Presets pane of Motion
preferences has no effect. To set a default project preset, see
.
Create a custom preset
1. Choose Motion > Preferences (or press Command-Comma).
2. Click Presets.
3. Click the Add button (+) beneath the presets list.
The Project Preset Editor appears.
Bypass the Project Browser

4. In the Project Preset Editor, enter the following information:
a. Name: Type a name for the preset.
b. Description: Type a brief description of what that preset is
for, including significant characteristics such as frame size
and frame rate.
c. Width and Height: Enter a frame size.
d. Pixel Aspect Ratio, Field Order, and Frame Rate: Choose
settings from the corresponding pop-up menus.
5. Click OK.
The new preset appears in the Presets pane and in the Preset
pop-up menu in the Project Browser.
6. If you’re done creating project presets, close Motion
Preferences.
Note: For more information on industry-standard frame sizes,

pixel aspect ratios, field order, and frame rates, see
.
Duplicate and edit an existing preset
The project presets that come with Motion cannot be modified.
However, you can duplicate an existing preset and then modify it.
1. In Motion Preferences, select a preset in the Presets pane.
2. Click Duplicate.
The duplicated preset appears underneath the original preset
with “copy” appended to its title.
3. Select the duplicated preset, then click Edit.
If you select a built-in preset (designated by a lock icon), an
alert dialog appears asking if you want to duplicate the preset.
4. When the Project Preset Editor appears, make your changes,
then click OK.
Note: You cannot edit or delete locked project presets.
Delete a custom preset
1. In Motion Preferences, select a preset in the Presets pane.
2. Click the Delete button (–) underneath the presets list.
Supported
media formats

Note: You cannot edit or delete locked project presets.
Save, autosave, and revert projects
It’s wise to save early and often as you work on your project. In
addition to preserving your work for future use, Motion’s save
commands can be used in other ways to manage the
development of your project. For example, if you want to keep
your current composition but create a variant version, use the
Save As command to save a duplicate of the current project. If
you want to gather all media used in a Motion project into a single
folder, use the Collect Media option when you save. There are
also commands that let you revert to a previously saved version of
your project.
Save a project
1. Choose File > Save (or press Command-S).
If the project has not been saved, the Save As dialog appears.

Note: If the project has been saved, the project file is
updated without opening a dialog.
2. Enter a name into the Save As field, choose a save location on
your storage device, then click Save.
Save a duplicate of a project
1. Choose File > Save As (or press Shift-Command-S).
The Save As dialog appears.
2. Enter a name into the Save As field, choose a save location on
your storage device, then click Save.
Save a project and collect all project media
into a folder
When saving a project, you can have Motion copy the all media
files used in the project into a single folder, making portability and
backup easier.

1. Choose File > Save As (or press Shift-Command-S).
The Save As dialog appears.
2. Click the Collect Media pop-up menu, then choose Copy to
Folder.
If you want to collect all media files in your project, including
those not used in the current composition, select Include
Unused Media.
3. Enter a new name for the file in Save As field, choose a save
location on your storage device, then click Save.
Motion creates a folder with the name specified in the Save As
field and places two items in the folder:
A project file with the same name as the folder
A folder named “Media” containing all media files used in
the project
Important: When using the Save As command, use a name
that’s different from the name of any previously saved
versions of the same project. Otherwise, you run the risk of

overwriting a version of the project that you want to keep.
Revert a project to the last saved version
The Revert to Saved command discards all changes you’ve made
to a project since the last time you saved it.
Note: You can also use the application’s unlimited undo feature
to achieve the same purpose in incremental steps. For more
information on the Undo command, see .
Choose File > Revert to Saved.
Important: This command cannot be undone.
Autosave projects to a specific storage
location
By default, Motion automatically saves backups of your project at
set intervals. In the Cache pane of Motion Preferences, you can
specify how frequently projects are autosaved, as well as the
storage location of the autosaved project files. Autosaved project
files are time- and date-stamped.
1. Choose Motion > Preferences (or press Command-Comma).
2. Click Cache.
3. In the Autosave area, select Use Autosave Vault (if it’s not
already selected).
Edit menu

By default, the Autosave Vault folder is located in your
/Users/username/Movies/Motion Projects/ folder.
4. If you want to set a different location for the Autosave Vault
folder, click Choose, select a new location, then click Choose.
Revert to an autosaved project
If you’ve been using the autosave feature to back up your project,
you can revert your project to an earlier autosaved version.
1. Choose File > Restore from Autosave.
The Restore Project dialog appears.
2. Click the pop-up menu, then choose a saved project.
The autosaved project opens in a new project window.
Use templates
Use templates overview
There are two kinds of templates in Motion: composition templates
and Final Cut Pro templates. This section discusses composition
templates. For information on Final Cut Pro templates, see
.
Composition templates are premade, royalty-free projects that
you can customize. They’re intended to simplify the process of
Final Cut Pro templates overview

creating professional-looking titles and graphics, especially for
recurring projects such as television series. Using composition
templates, you can:
Create placeholder layers (called ) for easy
placement of custom video or graphics.
Customize placeholder text without overriding effects or
keyframes already applied to the template text.
Modify animation already applied to a template to suit your
own timing needs.
SEE ALSO
Open a template
Motion templates—shown in the Compositions category in the
Project Browser sidebar—are premade, royalty-free projects that
you can customize. Each template contains graphics, text objects,
and backgrounds.
You can also create custom templates for commonly used shots
that you regularly create. For example, if you make titles for a
news program, you can create templates for the opening title,
interstitial graphics, bumpers, and other repetitious shots.
drop zones
Open a template
Template guidelines
Drop zones overview
Organize templates in the Project Browser

Create a project from a composition
template
You can open a composition template from the Project Browser.
1. Open Motion, or if it’s already open, Choose File > New (or
press Command-N).
2. In the Project Browser, select a category from the
Compositions section in the sidebar.
The compositions for that category appear in the middle of the
browser.
3. Click a composition to see its basic properties (resolution,
duration, and frame rate) and an animated preview on the
right.

4. To create a project from the selected composition, click Open
a Copy.
A new project opens in the Motion workspace. You can customize
the project by editing the text or exchanging the graphic elements
with your own. The changes you make to projects created using
compositions do not overwrite the source template files.
Create a composition template from scratch
You can also build a custom template from scratch. Custom
templates are standard Motion projects saved in a special way.
1. With a standard Motion project open, Choose File > Publish
Template.
A save dialog appears.
2. Enter a name for the template and choose a category from the
Category pop-up menu.
To create a custom category, choose New Category from the
Category pop-up menu, enter a descriptive name, then click
Create.
3. Choose New Theme from the Theme pop-up menu, enter a
descriptive name, then click Create.
4. If you want the template project to retain media in the Media
list that isn’t present in the composition, select “Include
unused media.”

5. If you want a preview of the template to appear in the Project
Browser, select Save Preview Movie.
Note: If you want to add the template to a Final Cut Pro
project, select the “Publish as Final Cut Generator” checkbox.
For more information, see .
6. Click Publish.
The template is now available in the Project Browser, in the
Compositions category you chose in step 2.
Replace template media using drop
zones
Drop zones overview
Drop zones are placeholder graphics where template users can
drag images or video to customize the project. When you modify
one of the built-in composition templates that come with Motion,
or create a composition template from scratch, you can add drop
zone layers. A drop zone layer appears (in the Canvas and in the
Layers list) as a rectangle with a downward arrow in its center. In
the Canvas, the drop zone’s layer name appears in the center of
the graphic. Any media item (image or footage) dragged into the
region defined by the drop zone replaces the drop zone
placeholder graphic.
Final Cut Pro templates overview

Note: If there are multiple overlapping drop zones in the Canvas,
the topmost one has priority when you drag an item over the
zone. You can force all drop zones to appear by using the expose
feature. For more information, see
.
Adding a drop zone to a Final Cut Pro X template in Motion
enables Final Cut Pro users to easily assign media to an editing
project. For more information about creating templates for use in
Final Cut Pro, see .
SEE ALSO
Create drop zones
You create drop zones in either of two ways: by adding an empty
drop zone object or by converting an existing layer into a drop
zone. Any still image or video clip can be converted into a drop
zone via the Image Inspector.
Control and expose drop
zones
Final Cut Pro templates overview
Create drop zones
Modify drop zone images
Drop zone controls
Control and expose drop zones

Add an empty drop zone
1. Choose Object > New Drop Zone or press Shift-Command-D.
A drop zone layer is added to the project.
2. Position and scale the drop zone layer.
3. If needed, rename the drop zone layer in the Layers list.
4. Open the Inspector and click Image to modify the drop zone
parameters.
For more information about using these parameters, see
.
Resize a drop zone
1. In the Layers list or Canvas, select a drop zone.
2. In the toolbar, click the Select/Transform tool.
Drop
zone controls

3. In the Canvas, drag a transform handle to resize the drop
zone.
Tip: Press Shift while dragging to resize the drop zone
proportionally.
Convert an image layer to a drop zone
1. Add a video clip or still image to your project.
2. Position or resize the image or clip where you want the drop
zone to appear.
For information about positioning and scaling images, see
.
3. Open the Image Inspector and click the Drop Zone checkbox.
The drop zone parameters appear.
Transform layers in the Canvas overview

4. To replace the original image with a drop zone graphic, click
the Clear button.
An active drop zone replaces the original image. For more
information about using remaining Drop Zone parameters, see
.
Modify drop zone images
After you add a source image to the drop zone, you can pan or
resize the image within the boundary of the drop zone. You can
add a solid color to the drop zone to fill empty areas that are the
byproduct of panning or resizing the image.
Add an image to a drop zone
Do one of the following:
Drag an image from the File Browser or Library to the Drop
Zone in the Layers list. When the pointer changes to a curved
arrow, release the mouse button.
Drag an image from the File Browser, Library, or Media list (in
the Project pane) to the Drop Zone in the Canvas. When the
pointer changes to a curved arrow and the drop zone is
highlighted in yellow in the Canvas, release the mouse button.
Drag an image from the Media list to the Source Media well in
the Image Inspector.
Drop zone controls

In the Image Inspector, click To and select a media item in the
project from the pop-up menu.
Scale a drop zone image in the Canvas
1. Select the drop zone.
2. Do one of the following:
In the Canvas, double-click the drop zone.
The Adjust Item tool is automatically selected.
In the toolbar, select the Adjust Item tool.
The drop zone bounding box appears as a dotted line.
3. Drag the scale handles in the Canvas to resize the image.
The image’s bounding box appears as a solid line and scales
uniformly. Portions of the image that extend beyond the edges

of the drop zone appear semitransparent.
Scale a drop zone image in the Inspector
1. Select the drop zone.
2. In the Image Inspector, drag the Scale slider. To adjust the
horizontal or vertical scale independently, click the Scale
disclosure triangle to reveal the X and Y subparameters.
Pan a drop zone image in the Canvas
1. Select the drop zone.
2. In the toolbar, select the Adjust Item tool.
The drop zone bounding box appears as a dotted line.
3. Place the pointer over the drop zone image, and, when the
Pan tool appears, drag within the drop zone to pan the image.
The image’s bounding box appears as a solid line. The dotted line
represents the edges of the drop zone. Portions of the image that
extend beyond the edges of the drop zone appear
semitransparent.
Pan a drop zone image via the Inspector
1. Select the drop zone.

2. In the Image Inspector, adjust the Pan parameter X and Y
settings.
Assign a background color to a drop zone
1. Select the drop zone.
2. In the Image Inspector, select the Fill Opaque checkbox.
Any empty portion of the drop zone is filled with black.
3. Use the Fill Color controls to choose a custom drop zone fill
color.
SEE ALSO
Drop zone controls
You can add any media object to any drop zone, but the object
might not have the same dimensions as the drop zone. Motion
provides controls to help ensure that the image placed in the drop
zone is handled as you want—scaling, stretching, and positioning
the object correctly.
The Image Inspector contains the following drop zone controls:
Drop Zone: A checkbox (available in the Image Inspector of
Transform layers in the Canvas overview
Transform layers in the Properties Inspector

any image layers in your project) that, when selected, converts
an image layer into a drop zone.
Source Media: An image well that appears after an image is
converted into a drop zone. Drag a media item to the well
from the Media list to change the current drop zone image.
To: A pop-up menu providing an alternative method of
assigning media to the drop zone. The menu contains a list of
media items in your project. Select an item to assign it to the
drop zone.
Pan: Value sliders to pan the media within the drop zone.
Adjust the X value slider to move the media horizontally and
the Y value slider to move the media vertically.
Scale: A slider to uniformly scale the media in the drop zone.
To resize the media horizontally or vertically, click the Scale
disclosure triangle and adjust the X or Y parameter.
Fill Opaque: A checkbox that, when selected, fills the drop
zone background with a color when the drop zone is scaled
down or panned. If the Fill Opaque checkbox is not selected,
the empty drop zone area remains transparent.
Fill Color: A color control to set a color when the Fill Opaque
checkbox is selected.
Use Display Aspect Ratio: A checkbox that, when selected,
resizes the drop zone according to selected Display Aspect
Ratio Snapshot (in the Snapshots pane of the Project
Inspector). For more information about display aspect ratios,
see .
Clear: A button to remove media from the drop zone,
replacing it with a downward-arrow graphic.
Add multiple display aspect ratios to a template

Control and expose drop zones
When constructing your template, you can disable drop zones so
you don’t accidentally apply media. Later, when using the
template, you can turn drop zones back on.
You can also use the expose feature in Motion to reveal obscured
drop zones in the Canvas. The expose command shows an
exploded view of valid drop zones in the Canvas.
Turn drop zones on and off
Choose View > Use Drop Zones.
A checkmark appears next to the menu item when drop zones are
enabled (which means they accept objects dragged to them).
When no checkmark appears next to the menu item, drop zones
are disabled (which means they ignore objects dragged to them).
Expose all drop zones in a project
1. Use the Library or File Browser to locate an item to import into
the project.
2. While holding down the Command key, drag the item onto the
Canvas.

Objects in the Canvas shrink and separate in an exploded
view so you can see them all. Moving the pointer over an
object reveals its Layers list name.
Note: You cannot Command-drag non-image objects
(shapes, Motion projects, particles, and so on) to the Canvas.
3. Drop the object onto its target.
The object replaces its target, and the Canvas view returns to
normal.
Template guidelines
When you work with templates, consider the following guidelines:
Use descriptive group and layer names: Group and layer
names in a template should describe each object’s function.

For example, text objects in a titling template might be named
“Main Title,” “Starring,” “Guest Star,” and so on. If you use
visual elements in the template’s composition, their layer
names should describe their function—“Background Texture,”
“Divider,” and “Main Title Background,” for example.
Descriptive layer names are especially important if others use
the template.
Create alternate versions of a template for each resolution you
need: If you regularly create projects for a variety of output
formats, you can build different display aspect ratios into a
single template. For example, when you create a template
with a 16:9 aspect ratio, you can add an alternate version
customized for 3:2 displays. For more information about
creating alternate display versions in a single template, see
.
Place all media files used in a template in a central folder: To
avoid problems with offline or missing media, move all media
files for the template into a central folder on your computer
before you begin the working on the project. Although
customized templates are saved in the
/Users/username/Movies/ folder on your computer, media
added to the template remains in its original location on disk.
A central location for all media resources ensures that files are
not lost. Alternatively, you can use the File > Save As
command, and use the Collect Media option. For more
information, see .
Organize templates in the Project
Browser
Add multiple display aspect ratios to a template
Save, autosave, and revert projects

You can organize and access custom templates in the Project
Browser. All templates are organized into categories. You can
add, delete, and rename categories in the Project Browser.
Add a category in the Project Browser
1. Choose File > New From Project Browser.
The Project Browser appears.
2. Select a template type (Compositions, Final Cut Effects,
Final Cut Generators, Final Cut Transitions, Final Cut Titles)
from the sidebar (on the left).
3. Click the Add button (+) at the bottom of the sidebar.
4. Enter a name for the category in the dialog that appears.
5. Click Create.
The new category appears in the column at the left under the
template type you selected.
Delete a category in the Project Browser
1. Choose File > New From Project Browser.
The Project Browser appears.
2. Select a category in the sidebar.

3. Press Delete or click the Delete button (–).
An alert dialog prompts you to confirm the deletion.
The directory on your disk corresponding to that category is
placed in the Trash, but is not deleted. Template files in that
category’s directory are also placed in the Trash.
Delete individual templates from the Project
Browser
1. Choose File > New From Project Browser.
The Project Browser appears.
2. Select a category from the sidebar, then select the template to
delete.
3. Press Delete.
An alert dialog prompts you to confirm the deletion.
4. Click the Delete button (–).
Modify project properties
Project properties overview
When you create a project, you specify a set of project properties
—Resolution, Frame Rate, Duration, and so on. You can change
most of these properties at any time, even after you add objects
to the project.
The Properties Inspector lets you define the most essential
attributes of a project. By choosing different parameters, you can
accommodate nearly any video or film format you need to output
to. These properties are the default settings used when you
export your project.
Project background color, as well as how the background color is
rendered, is also modified in the Properties Inspector.
SEE ALSO
Edit project properties
The Project object in the Layers list must be selected for the
project’s Properties Inspector to be displayed. If another object is
selected, that object’s properties are displayed in the Properties
Inspector.
Edit project properties
Properties Inspector controls
About project frame size

Edit the properties of an existing project
1. Do one of the following:
Choose Edit > Project Properties (or press Command-J).
Select the Project object at the top of the Layers list, then
open the Inspector and click Properties (if that pane is not
showing already).
Control-click an empty area of the Canvas (in the gray area
outside the project) and choose Project Properties from the
shortcut menu.
The Properties Inspector opens.
2. In the Properties Inspector, change any necessary
parameters.
Important: Project Frame Rate cannot be changed after a
project is created.
The Properties Inspector for the project contains settings for

video file format, timecode display, motion blur, and other
project attributes.
Change the project background color
1. Do one of the following:
Choose Edit > Project Properties (or press Command-J).
Select the Project object at the top of the Layers list, then
open the Inspector and click Properties.
The Properties Inspector opens. Two parameters in a
project’s Properties Inspector affect the background color
of a project and affect how a composition appears when
exported out of Motion.
2. Set your project background properties:
Background Color: Use this color well to set the color
appearing in the Canvas when no other object obscures
the background.
Note: To export a project with a premultiplied alpha
channel, Motion always renders against black.
Background: Use this pop-up menu to set whether the
background color is rendered as part of the alpha channel.
If set to Solid, the background color creates a solid alpha
channel. If set to Transparent, the background color does
not render as part of the alpha channel. In either case, the
background color is visible in the Canvas.
For more information about transparency, see
About alpha

.
Properties Inspector controls
When the Project object is selected in the Layers list, the
Properties Inspector is divided into several control groups:
General, Motion Blur, Reflections, and Description.
channels

General controls
Use the controls in the General group to set or modify your
project’s basic attributes.
Preset: A pop-up menu to choose a common video format to
base your preset on. After choosing a preset, you can adjust

the other parameters in the Properties Inspector to customize
your format settings. For more information about managing
Motion project presets, see
.
Width and Height: A value slider to define the size of the
Canvas and the default output resolution of your project. Drag
left or right over the values to decrease or increase them.
Frame size is usually defined by the video format you plan on
outputting to. For example, NTSC DV format video is
720 x 480, whereas PAL DV format video has a frame size of
720 x 576.
Pixel Aspect Ratio: A pop-up menu to set whether the project
is created using square or nonsquare pixels. Computer
displays, film, and high-definition video use square pixels,
while standard-definition video uses nonsquare pixels. Choose
Square for projects intended for the web, high-definition
projects, and film, or choose a nonsquare pixel ratio
corresponding to each international standard-definition
broadcast format. A value slider to the right of this pop-up
menu displays the numerical aspect ratio, in case you need to
change the dimensions manually.
Field Order: A pop-up menu to set field order if the project
uses interlaced video. Project field order should match the
field order of the device being used to output the resulting
QuickTime file to video. When working with progressive-scan
video or film, choose None.
Frame Rate: A display field to see the project frame rate (in
frames per second). Frame rate should match that of the
format you output to. For example, film is 24 fps, PAL video is
25 fps, and NTSC video is 29.97 fps.
Important: Frame rates cannot be changed for existing
Create, edit, and delete project
presets

Important: Frame rates cannot be changed for existing
projects.
Duration: A value field to modify the project’s Timeline
duration. Use the adjacent pop-up menu to define the
duration units (Frames, Timecode, or Seconds).
Override FCP: A checkbox (available only in Final Cut
Transition projects) that, when selected, overrides the default
transition duration (as defined in the Editing pane of
Final Cut Pro Preferences). For more information, see
.
Start Timecode: A value field to set the starting timecode
displayed in the project.
Theme: A pop-up menu to assign a theme to the project.
Designed for 4K: A checkbox available only in Final Cut Effect,
Transition, Generator, or Title template projects. For more
information, see .
Background Color: A color control to set the background color
of the Canvas.
Background: A pop-up menu to define whether the
Background Color is rendered as part of the alpha channel.
Regardless of the selection, the Background Color is visible in
the Canvas. Choose from these three options:
Transparent: The background color does not render as
part of the alpha channel.
Solid: The background color creates a solid alpha channel.
Environment: The background color creates a solid alpha
channel and interacts with 3D projects, including blend
Final Cut Pro templates overview
Set template resolution

modes and reflections. In the following images of the
Canvas, Reflection is turned on for the elliptical shape (in
the shape’s Properties Inspector). In the left image, the
elliptical shape retains its original white color because
Background is set to Solid. In the right image, the pink
background is reflected in the elliptical shape because
Background is set to Environment.
Motion Blur and Reflections controls
Below the General section of the Properties Inspector are two
groups of controls that can affect how your project looks when
exported: Motion Blur and Reflections.
The Motion Blur controls simulate the effect a camera’s
mechanical shutter has on a frame of film or video when the
camera or its subject is moving. In Motion, motion blur affects
objects in your project that are animated using behaviors or
keyframes, creating more natural-looking motion in your project,
even though the animation is artificial. As with a camera, faster
objects have more blur; slower objects have less blur.

The Motion Blur section of the Properties Inspector has two
settings:
Samples: A slider to set the number of subframes rendered
per frame, where one frame represents 360 degrees. Higher
Samples values result in a higher-quality motion-blur effect,
but are more processor-intensive. The default Samples value
is 8. The maximum possible value is 256.
Shutter Angle: A slider to define the size of the motion blur
that appears for animated objects. Increasing the shutter
angle increases the number of frames over which the shutter
is open.
The following image shows a shape keyframed to move
quickly across the Canvas horizontally.
In the next image, Motion Blur is enabled and Samples is set
to the default value of 8.

Note: When using larger Shutter Angle values, it may be
necessary to increase the Samples value to eliminate
unwanted artifacts.
In the above image, the Shutter Angle is set to the default of
360 degrees, which represents 1 frame. In the following
image, Shutter Angle is set to 600 degrees.
The Reflections section of the Properties Inspector has one
parameter:
Maximum Bounces: A slider to limit the number of recursive
reflections that can occur when two or more shiny objects
reflect one another. This parameter is intended to prevent an
endless repetition of reflective bounces.
For more information about reflections, see .
Description field
Cast a reflection
Description field
At the bottom of the Properties Inspector is a field where you can
enter a brief description of the project, including significant
characteristics of the project preset, such as frame size and
frame rate.
About project frame size
When you change the frame size of a project (via the Width and
Height parameters in the Properties Inspector), you effectively
change the size of the Canvas, increasing or reducing layout
space for objects in the project.
Changing the size of the Canvas does not change the size or
position of objects in the Canvas. Further, because the coordinate
system in Motion uses 0, 0 as the center of the frame, all objects
remain arranged in their current positions relative to the center of
the frame as the edge of the frame shrinks toward the center. This
can result in objects being cut off as the frame shrinks past their
edges.
In the following example, a project with a frame size of 1280 x 720
is reduced to 320 x 240. The 720 x 480 video clip is smaller than
the original frame size but bigger than the reduced frame size.

Note: Because Motion is resolution-independent, it’s not usually
necessary to change your project’s frame size. You can output a
project at any size, regardless of the current frame size, by
changing the settings in Motion’s Share windows. For example, if
you build a project with a frame size for standard-definition
broadcast, you can still export a half-resolution version of the
project to post on the web by exporting to the necessary size.

Add and manage content overview
After you create a project, you add media—video clips, still
images, special effects, and so on—to create a composition.
Motion provides two easy ways to add this content to your
project:
File Browser: Locate external video clips, still images, and
audio files on your computer or on networked storage devices,
then import this media into your Motion project. See
.
Library: Search for high-quality content that comes with
Motion (text styles, animated graphics, special effects, and so
on), then add this content to your Motion project. See
.
The File Browser and Library, located on the left side of the
Motion workspace, display all of your available content in
hierarchical, searchable lists. Here you can also preview selected
content before you add it to your Motion project.
Media files imported from your computer or networked devices
become source media. Source media can be scaled (resolution),
cropped, exchanged or replaced, duplicated, revealed in the
Finder, and so on. See .
Add and manage content
File
Browser overview
Library
overview
Source media overview

Import media files
File Browser overview
The easiest way to import external media files (video, audio, and
still images on your computer or a connected storage device) into
Motion is via the File Browser. When you open a Motion project,
the File Browser is displayed on the left side of the workspace.
The File Browser shows a hierarchal list of all files on your
computer and networked storage devices. Navigating the File
Browser is similar to navigating a window in the Finder.
The File Browser is divided into several areas:

Preview area: At the top of the File Browser, a thumbnail
image displays a video preview of any file selected in the
navigation areas of the browser, along with information about
the selected file, including filename, media type, file size, and
frame rate.
Navigation pane: Just below the Preview area is a list of

Navigation pane: Just below the Preview area is a list of
servers, storage devices, and folders available on your
computer. Navigation arrows and a pop-up menu let you step
forward or back through recently viewed folders and devices.
File stack: When you select a server, device, or folder from
the navigation pane, the contents of the selected item are
shown in the lower area of the File Browser.
View the File Browser
If the File Browser is not visible in the Motion workspace, you can
easily show it.
Do one of the following:
Click File Browser in the top-left corner of the Motion
workspace.
Choose Window > File Browser (or press Command-1).
Collapse or expand the pane containing the
File Browser, Library, and Inspector
Click the “i” button in the lower-left corner of the Motion
workspace.
If it’s your first import

By default, Motion places imported media files in your project at
the location of the playhead (the current frame in the Timeline).
You can change that setting to have imported media always
placed at the start of your project (frame 1).
Set the start point of imported media
1. Choose Motion > Preferences (or press Command-Comma).
2. In the Project pane, set “Create Layers At” to one of the
following:
Current frame: New media layers are added at the current
playhead position.
Start of project: New media layers are added at the first
frame of the project.
Import standard media files
You can import media files (video clips, audio clips, and still
images) into a Motion project one at a time or severally.
Note: Although you can import iTunes and photo files via the File
Browser, it’s better to add them via the iTunes and Photo
categories in the Motion Library. When you add iTunes and photo
files via the Library, you can browse for files using the playlist or
photo album features. For more information, see
.
Add iTunes and
photo files from the Library

Import media files into a Motion project
1. Navigate through the File Browser to locate media files to
import.
To open a folder in the File Browser, click a folder in the upper
navigation pane, then double-click a folder in the lower pane;
to return to a previously viewed folder, click the left arrow
button beneath the preview area, or choose a folder from the
pop-up menu beneath the preview area, or press Command–
Up Arrow.
2. Select one or more files to import.
In list view, Shift-click to select multiple contiguous files;
Command-click to select multiple noncontiguous files.
3. To stop preview playback, move the pointer over the preview
area and click the Pause button; to mute preview audio, click
the Play/Mute button to the right of preview thumbnail.
4. Do any of the following:
Drag the file or files from the file stack to a location in the
Canvas.
Click the Import button at the top of the File Browser to
add the file or files to the center of the Canvas.
Drag the file or files into the empty lower area of the Layers
list.
Drag the file or files into the empty lower area of the
Timeline.

The media files appear in the Canvas and in the Layers list (as
layers inside a new group at the top of the list).
Import media files into an existing group in
the Layers list
You can also import media clips and images into an existing group
in the Layers list.
1. Navigate through the File Browser and select one or more
media files.
2. To nest the media files in an existing group in the Layers list,
do one of the following:
Drag the files on top of a group in the Layers list. The
imported files appear as new layers in that group, placed
above existing layers in the group.
Drag the files between any layers in a group. A position
indicator shows where the layers will be placed when you

release the mouse button.
Drag the files into the Timeline, placing them between any
layers nested in an existing group.
Note: For more information on adding objects to the
Timeline, see .
Import media files without using them in the
composition
You can also add media files to your project without having them
appear in the composition. You do this by dragging a file into the
Media list, thereby storing media objects you might want to use in
the future. When you import this way, the imported media does
not appear in the Canvas or in the Layers list. However, the media
remains available in the Media list.
1. In the Project pane, click Media to open the Media list.
2. Do one of the following:
Drag media files from the File Browser into the Media list.
Click the Add button (+) in the lower-left corner of the
Project pane; then, in the Import Files dialog, select a file to
add and click Import.
With the Media list active, choose File > Import (or press
Command-I); then, in the Import Files dialog, select a file to
add, and click Import.
Control-click in the Media list, choose Import Media from
the shortcut menu, then add a file via the Import Files
Timeline overview

dialog.
To import an image sequence in the Import Files dialog, select
the Image Sequence checkbox. If this checkbox is
deselected, only files selected in the Import dialog are
imported.
The resulting media objects are added to the Media list but don’t
appear in the Canvas, Layers list, or Timeline.
Import media files using the Import
command
You can also import media files without using the File Browser. To
do so, use the Import command.
1. Do any of the following:
Choose File > Import (or press Command-I).
Control-click an empty area of the Canvas (in the gray area
outside the project), then choose Import from the shortcut
menu.
The Import Files dialog appears.
2. Navigate to and select one or more media files, Shift-clicking
to select contiguous items or Command-clicking to select
noncontiguous items.
If you’re selecting items from an image sequence, select the
Image Sequence checkbox to have Motion use each image as
a frame in a movie clip.

3. Click Import.
The media files appear in the Canvas, and as layers inside new
groups at the top of the Layers list.
Note: When you import multiple files using the Import command,
each media file is placed in a separate new group in your Motion
project. However, when you import multiple files via the File
Browser, the files are placed in a single new group in your Motion
project.
Import media files and create a new Motion
project at the same time
You can also create a new project for files at the time of import.
To do so, use the Import as Project command.
1. Choose File > Import as Project or press Shift-Command-I.
The Import Files as Project dialog appears.
2. Navigate to and select the one or more media files, Shift-
clicking to select contiguous items or Command-clicking to
select noncontiguous items.
3. If needed, set the frame rate, aspect ratio, field order, and
audio mix settings.
If you’re selecting items from an image sequence, select the
Image Sequence checkbox to have Motion use each image as
a frame in a movie clip.

4. Click Import as Project.
The media files appear in a new Motion project.
Import layered Photoshop files
You can also import layered Photoshop files. Many motion
graphics professionals create layouts in Photoshop, then import
the resulting multilayered file into Motion, where the layers are
animated and combined with other imported and Motion-
generated objects.
There are several ways to import layered Photoshop files:
With all Photoshop layers merged together as a single Motion
layer
With each Photoshop layer preserved as a separate Motion
layer, nested in a new group
By choosing a single Photoshop layer
When you import all Photoshop layers as individual Motion layers,
Motion places them in a new group in the Layers list and Timeline.
Each layer retains the position, opacity, and blend mode of its
corresponding original Photoshop layer.
Although you can import Photoshop text layers, the text appears
in Motion as noneditable bitmap graphics.
The following Photoshop effects are not imported into Motion:
Layer effects
Layer masks

Layer masks
Adjustment layers
Paths
Shapes
Import a layered Photoshop file using the
drop menu
1. Drag a layered Photoshop file from the File Browser into the
Canvas, Layers list, or Timeline.
2. Before releasing the mouse button, pause until the Canvas
drop menu appears and the pointer becomes curved.
This menu presents commands for importing the layered file.
3. Continuing to hold down the mouse button, choose a
command from the drop menu, then release the mouse
button:
Import Merged Layers: All layers of the Photoshop file are
collapsed into a single Motion layer.
Import All Layers: A group is created, and each layer of the
Photoshop file is preserved as a separate Motion layer in
this new group.
[Individual layers]: Each layer in the Photoshop file appears
as a separate item in the drop menu. Selecting a layer
adds only that layer to the project, where it appears as a

single Motion layer.
Note: When a Photoshop file contains more layers than can be
displayed in the drop menu, the Choose Layer option appears in
the drop menu. After you click the Choose Layer option, the Pick
Layer to Import dialog appears.
Add a layered Photoshop file using the
Import command
1. Choose File > Import.
2. Select the layered Photoshop file to import, then click Import.
The Pick Layer to Import dialog appears.
3. Choose a command from the Layer Name pop-up menu:
Merged Layers: All layers of the Photoshop file are
collapsed into a single Motion layer.
All Layers: A group is created, and each layer of the
Photoshop file is preserved as a separate Motion layer in
this group.
[Individual layers]: Each layer in the Photoshop file appears
as a separate item in the drop menu. Selecting a layer
adds only that layer to the project, where it appears as a
single Motion layer.
If you don’t like the layer you chose, you can pick a different
one from the Photoshop file without deleting or importing
again. You do so by selecting the recently imported

Photoshop layer, then choosing a different Photoshop layer
from the Layer pop-up menu in the Properties Inspector.
Import image sequences
Sometimes, animated sequences are delivered as a series of
sequentially numbered still images. Motion lets you import these
sequences as a single object, with each image used as a
sequential frame in a movie.
Import a series of numbered still images as
a single object
1. Click the “Show image sequences as collapsed” button in the
lower-right corner of the File Browser.
The File Browser displays multiple items collapsed into a single
object.
2. Drag the object from the File Browser to the Canvas, Layers
list, Timeline, or Media list.
Note: Images from digital cameras are often numbered
sequentially but are not part of an animation sequence. To
import a single still image from a digital camera, deselect the

“Show image sequences as collapsed button.”
For more information, see .
Sort and search in the File Browser
You can display and sort files in the File Browser in any of several
ways. In the File Browser, you can also search for files located on
your computer or on connected storage devices.
View the File Browser in list view
Click the List View button in the lower-right corner of the File
Browser.
About image sequences

View the File Browser in icon view
Click the Icon View button in the lower-right corner of the File
Browser.
Change the size of the icons while in icon
view
Do one of the following:
Click the Scale button in the lower-left corner of the File
Browser, then drag the slider to the right to make the icons
larger, or to the left to make them smaller.
On a Multi-Touch trackpad, pinch open to make the icons
larger or pinch closed to make the icons smaller.
Sort the File Browser list

Sort the File Browser list
When the File Browser is in list view, you can sort the list by any
column. This can be helpful if you are looking for a specific file
and know the approximate size or modification date.
At the top of the file stack, click the header of the column to
sort.
The column header is highlighted and the contents of the
window are sorted by that column.
Search for a file
Click the Search button at the bottom of the File Browser, then
enter text in the Search field.
The contents of the file stack are filtered to include only files
whose names contain the entered text.
Note: The Search field is not available unless the Search
button is selected.
Clear a file search
Click the Clear button at the right side of the Search field.

Manage folders and files in the File
Browser
In the File Browser, you can rename, move, or delete files. You
can also change how files are displayed.
WARNING: Renaming, moving, or deleting folders or files via the
File Browser affects those items on your computer or networked
storage device. This can cause other Motion projects to list the
affected media as missing. To relocate missing media, see
.
Rename a folder or file
Do one of the following:
Control-click the file or folder, and choose Rename from the
shortcut menu; then, when the text field becomes active, enter
the new name, and press Return.
In the file stack, click the name of the folder or file once to
select it, then click it again to activate the text field, enter the
new name, and press Return.
Delete a folder or file
Do one of the following:
In the file stack, Control-click the file, then choose Move to
Reconnect offline media files

Trash from the shortcut menu.
Drag the file from the file stack to the Trash icon in the OS X
Dock.
Create a folder
Click the Add button (+) in the lower-left corner of the File
Browser.
A new folder with the name “untitled folder” is added to your
computer or networked storage device (in the location selected in
the file stack of the File Browser).
Move a file into a folder
In the file stack, drag the file onto a folder icon.
The file is moved inside that folder.
Note: Changes you make to your file structure in the Motion
File Browser are reflected in the Finder.
Display the location of a file in the Finder

Control-click a file in the file stack, then choose Reveal in
Finder from the shortcut menu.
Preview a media file in a separate window
Do any of the following:
Open a file in a viewer window: Control-click a file in the file
stack, then choose Open in Viewer from the shortcut menu.
Open a file in QuickTime Player: Control-click a file in the file
stack, then choose Open in QuickTime Player from the
shortcut menu.
About media file types
Supported media formats
You can import the following video, still image, and audio formats:
QuickTime video codecs
Animation
DV - PAL
DV/DVCPRO - NTSC
DVCPRO - PAL
DVCPRO HD 1080i50, 1080i60, 1080p25, 1080p30, and

720p50, 720p60
DVCPRO50 - NTSC
DVCPRO50 - PAL
Uncompressed 8- and 10-bit 4:2:2
HDV 1080i50, 1080i60, 1080p24, 1080p25, and 720p24,
720p25, 720p30
Motion JPEG
MPEG IMX 525/60 (30Mb/s, 40 Mb/s, 50 Mb/s)
MPEG IMX 625/50 (30Mb/s, 40 Mb/s, 50 Mb/s)
Photo - JPEG
Apple ProRes 4444 XQ
Apple ProRes 4444
Apple ProRes 422 HQ
Apple ProRes 422
Apple ProRes 422 LT
Apple ProRes 422 Proxy
XDCAM HD 1080i50, 1080i60, 1080p24, 1080p25, 1080p30
(35 Mb/s VBR)
H.263
H.264
Other codecs
MXF

MXF
Still image formats
Photoshop
BMP
GIF
JPEG
PNG
TIFF
TGA
OpenEXR
Other image formats
Layered Photoshop files
PDF files
Audio formats
You can import audio files with sample rates up to 192 kHz and
with bit depths up to 32 bits. Mono and stereo files are supported.
Multichannel audio files are also supported. Motion supports the
following audio file types:
AAC (listed in the Finder with the .m4p file extension)
AIFF

AIFF
CAF
WAV
Important: You cannot import rights-managed AAC files, such as
non-iTunes Plus tracks purchased from the iTunes Store.
For more information about the file formats supported by Motion,
go to the Motion website at
.
About QuickTime movies
Motion supports QuickTime movies using any file format (codec)
installed on your computer.
Although you can import movies in nearly any codec, avoid using
highly compressed clips in projects. Excessively compressed clips
can display undesirable visual artifacts. Fortunately, QuickTime
provides many codecs ideal for moving uncompressed or
minimally compressed video files between applications, including
Apple ProRes 4444 XQ, Apple ProRes 4444, Apple ProRes 422
HQ, Apple ProRes 422, Uncompressed 8- and 10-bit 4:2:2, Pixlet,
None, Animation, Apple M-JPEG A and B, DVCPRO-50, and
DV/DVCPRO.
Some codecs support alpha channels, which define areas of
transparency in the clip. If a QuickTime clip has an alpha channel,
Motion uses the alpha channel in your project.
You can combine clips that are compressed with different codecs
in the same project. You can also combine clips that have
http://www.apple.com/finalcutpro/motion
different frame sizes, pixel aspect ratios, and interlacing.
About high-resolution still image files
You can import still image files using most popular still image
formats, including SGI, Photoshop, BMP, JPEG, TIFF, TGA, and
JPEG-2. As with video clips, you can mix still image files with
differing frame sizes and pixel aspect ratios. For a full list of
eligible file types, see .
A common and effective use of still images in motion graphics
work is the animation of high-resolution files. The dots per inch
(DPI) qualification as defined in programs like Photoshop does not
apply to video. If the dimensions of an imported image are larger
than the frame size of the Motion project, the image extends
beyond the borders of the Canvas.
You can reduce the scale of the image to fit the project’s frame
size. You can also animate the image’s Scale parameter (in the
Properties Inspector) to zoom into or out of the image, or animate
its Position parameter to pan the image.
Because Motion is graphics-card dependent, file-size import
limitations vary from computer to computer. When you import an
image that is too large, an alert dialog appears, stating: “This
media is too large to render at full resolution, and will be shown at
a lower quality.” Click OK to import the image at a lower quality.
For more information on recommended graphics cards, visit the
Motion website at .
For guidelines about working with high-resolution graphics, see
.
Supported media formats
http://www.apple.com/finalcutpro/motion
About high-resolution graphics

When you import a still image, the image assumes a duration
equal to the current duration of the project. Increasing the
duration of the project does not increase the duration of an image
that’s imported. Still images have infinite duration in Motion, so
you can stretch them in the Timeline to be as long as necessary.
For more information about modifying objects in the Timeline, see
.
Set the import size of large still images
You can set an option in the Preferences window to import large
still images at their original size or scaled to fit the Canvas size.
1. Choose Motion > Preferences (or press Command-Comma).
2. In the Still Images & Layers area of the Project pane, click the
Large Stills pop-up menu and choose a setting.
Timeline overview

There are two options:
Do Nothing: Imports the image at its original size.
In the following example, a 2311 x 1525 image is imported
into a Broadcast HD 1080 project (1920 x 1080) with Do
Nothing selected in Preferences. The image is larger than
the Canvas.
Scale to Canvas Size: Imports and scales the image to fit
the project size while maintaining the image’s native aspect
ratio.
In the following example, the same image is imported with
Scale to Canvas Size selected in Preferences.

The image is scaled—the equivalent of using the
Select/Transform tool to scale down the image in the
Canvas while pressing Shift.
To confirm that the image is merely transformed and has not
changed resolution, you can select the image file in the Media list,
then open the Media Inspector.
The Fixed Width and Fixed Height parameters display the
resolution of the original file.

About image sequences
Numbered image sequences store video clips as individual still
image files. Each image file has a number in the filename that
indicates where it fits into the sequence. In a film clip that’s been
digitally scanned, each file represents a single frame. In a video
clip that’s been converted to an image sequence, each file
contains both fields of a single video frame, with the upper and
lower lines of the image saved together.
Image sequences use the same variety of file formats as still
image files. Some of the most popular formats for saving image
sequences include SGI, BMP, JPEG, TIFF, and TGA. Like still
image formats, many of these image sequence formats support
alpha channels, which are used by Motion.
Because image sequences have been around for so long, they
remain the lowest-common-denominator file format for
exchanging video across editing and compositing applications.
Although QuickTime is increasingly used to exchange video clips
between platforms, image sequences are still used, especially in
film compositing.
As with QuickTime video clips, you can mix image sequences of

different formats, using different frame sizes, pixel aspect ratios,
frame rates, and interlacing.
Important: Any imported image sequence must contain three or
more digits of padding—for example, “imagename.0001.tif.”
Collapse image sequences
The “Show image sequences as collapsed” button at the bottom
of the File Browser lets you display image sequences as a single
object, rather than as the collection of files on your disk.
Note: You can turn this feature off for numbered image files that
aren’t used as an image sequence. For example, pictures taken
with digital cameras often have numbered filenames that can be
mistaken for an image sequence.
About PDF files
The PDF file format is a PostScript-based document format that
accommodates PostScript-based graphics and text, as well as
bitmap graphics. Areas of transparency in a PDF file are also
transparent in Motion.
PDF files are capable of storing PostScript-based illustrations.
Unlike graphics file formats such as TIFF and JPEG, which save
images as a collection of pixels at a given resolution divided into
red, green, and blue channels, PostScript-based illustrations are
saved as mathematical descriptions of how the artwork is drawn.
As a result, PDF files using PostScript-based artwork and text
have infinite resolution.
The practical difference between bitmap files and PostScript-
based files is that scaling a bitmap beyond 100 percent results in
the image progressively softening the more you increase its size.
PostScript-based illustrations remain sharp and clear no matter
how large or how small you scale them.
When importing a PDF file, its size is relative to the original page
size of the file. As a result, even small graphics can have a large
frame size, with empty space surrounding the graphic. When
exporting a graphic as a PDF file for use in Motion, you may want
to scale the graphic to fit the page dimensions, or reduce the
page size in the source application’s page preferences to fit the
graphic’s dimensions.
Fixing the resolution of a PDF object
Although PDF files have unlimited resolution, large PDF objects
can consume a lot of video memory, which can hinder
performance in Motion. To avoid this problem, limit the resolution
of each PDF image to save video memory. By using fixed-
resolution parameters, the files are rendered once, ensuring
better performance.
The fixed-resolution parameters for PDF objects are adjusted in
the Media Inspector. Select the PDF source media in the Media
list to activate the Media pane of the Inspector. Adjust the
following controls to modify the PDF’s fixed-resolution parameters:

Pixel Aspect Ratio: A pop-up menu to assign a nonsquare
pixel aspect ratio to the file. In most cases, the “From file”
menu option is the best choice because it assigns the PDF
source file’s native aspect ratio. Choose a different menu item
only if you want to override that native setting.
Fixed Resolution: A checkbox that, when selected, fixes the
resolution of PDF source media to the size specified in the
Fixed Width and Fixed Height sliders.
Fixed Width: A slider to set the maximum horizontal resolution
to which a PDF object can be smoothly scaled.
Fixed Height: A slider to set the maximum vertical resolution to
which a PDF object can be smoothly scaled.
Use Background Color: A checkbox that, when selected,
substitutes a custom background color for transparent
portions of the PDF. Choose the background color in
Background Color controls (described below).
Background Color: Color controls (available when Use
Background Color is selected) to set the background color for
transparent portions of the PDF.
Crop: Sliders (Left, Right, Bottom, and Top) to crop the edges
of the PDF image, if necessary. These controls crop the PDF
source media (and all layers linked to that source media). To
crop an individual layer, use the Crop parameters in the
layer’s Properties Inspector.
Mixed content in PDF files
Although PDF files can contain a mix of PostScript-based art,
PostScript text, and bitmapped graphics, each format has
different scaling properties. PostScript-based art and text scale
smoothly, but bitmapped graphics embedded in a PDF file are
subject to the same scaling issues as other bitmapped graphics
formats. As a result, bitmapped graphics can soften if scaled
larger than their original size.
Note: Form objects, buttons, and JavaScript objects that are
present in an imported PDF file do not appear in Motion.
Multipage PDF files
You can import multipage PDF files. When you do, a parameter
called Page Number appears in the Properties Inspector when the
PDF object is selected. Drag the slider to set which page is
displayed in the Canvas. Animate this parameter to display
different pages over time.
Important: Multilayered PDF files are not supported. To import a
multilayered illustration, export each layer as a separate PDF file
and import these as a nested group of objects in Motion.
About alpha channels
Ordinary video clips and image files have three channels of color
information: red, green, and blue. Many video and image file
formats also support an additional alpha channel, which contains
information defining areas of transparency. An alpha channel is a
grayscale channel where white represents areas of 100 percent
opacity (solid), gray regions represent translucent areas, and
black represents 0 percent opacity (transparent).

When you import a QuickTime movie or an image file into a
project, its alpha channel is immediately recognized by Motion.
The alpha channel is then used to composite that object against
other objects behind it in the Canvas.
There are two ways to embed alpha channel information into files.
Motion attempts to determine which of these methods a media file
uses:
Straight: Straight alpha channels are kept separate from the
red, green, and blue channels of an image. Media files using
straight alpha channels appear fine when used in a
composition, but they can look odd when viewed in another
application. Translucent effects such as volumetric lighting or
lens flares in a computer-generated image can appear
distorted until the clip is used in a composition.
Premultiplied: The transparency information is stored in the
alpha channel as well as in the visible red, green, and blue
channels, which are multiplied with a background color
(generally black or white).
The only time it really matters which kind of alpha channel an
object has is when Motion doesn’t correctly identify it. If a media
item’s alpha channel is set to Straight in the Media list when it’s
really premultiplied, the image can appear fringed with the
premultiplied color around its edges. If this happens, select the
problematic item in the Media list, then change its Alpha Type
parameter in the Media Inspector.
About audio files
You can import many audio file formats into your project, including
WAV, AIFF, .cdda, MP3, and AAC. Although Motion is not a full-
featured audio editing and mixing environment like GarageBand or
Logic Pro, you can import music clips, dialogue, and sound
effects. If you import a QuickTime file with mono or stereo tracks
of audio, the audio appears in the Audio Timeline.
You can import audio clips with various sample rates and bit
depths. When you do, Motion resamples audio tracks to the
sample rate and bit depth used by your computer. The default is
16-bit, 44.1 kHz float for the built-in audio interface. If you use a
third-party audio interface, audio is remixed to the sample rate
and bit depth used by that device.
You can import audio files with sample rates up to 192 kHz and
with bit depths up to 32 bits. Mono and stereo files are supported.
Multichannel audio files are also supported.
For more information about file formats Motion supports, see
. For more information on using audio in
Motion, see .
A seamless way to browse for and import music from your iTunes
library is to use the Music category in the Motion Library. For more
information, see .
Note: You cannot import rights-managed AAC files, such as non-
iTunes Plus tracks purchased from the iTunes Store.
About text files
Motion can read and work with a variety of text files, both as
media elements and as text data to incorporate in generators,
Supported media formats
Audio overview
Add iTunes and photo files from the Library

particle systems, and replicator effects. For more information, see
.
Add Library content
Library overview
Motion ships with a collection of built-in art content and effects
(text styles and fonts, animated graphics, filter effects, and so on)
that you can use in your projects. This content is available in the
Library, which is displayed on the left side of the Motion
workspace (next to the File Browser). Navigating the Library is
similar to navigating the File Browser.
The Library is divided into several areas:
Preview area: At the top of the Library, a thumbnail image
displays a video preview of content selected in navigation
areas of the Library (special effects, text styles, graphical art,
and so on).
Navigation pane: Just below the preview area is a two-column
pane displaying the categories and subcategories of content
and effects available in Motion. Navigation arrows let you step
forward and back through recently viewed categories of
content. A pop-up menu lets you filter content by theme
(Abstract, Sci-Fi, Urban, and so on).
Library stack: When you select a category and subcategory in
the navigation pane, the contents of the subcategory are
shown in the lower area of the Library.
Add text

View the Library
If the Library is not visible in the Motion workspace, you can easily

show it.
Click Library in the top-left corner of the Motion workspace.
Choose Window > Library (or press Command-2).
Collapse or expand the pane containing the
File Browser, Library, and Inspector
Click the “i” button in the lower-left corner of the Motion
workspace.
Categories of Library content
The Library contains the following categories of content that you
can add to your project:
Behaviors: Sophisticated animation and simulation effects
(Spin, Grow, Gravity, and so on) that you can apply to objects

and images in your project. Some behaviors can only be
applied to specific objects. For example, Text Animation and
Text Sequence behaviors can only be applied to text objects.
For more information, see .
Filters: Special effects used to modify the appearance of
images, objects, and video clips in your project. You can
apply filters to create artistic effects (blurs, glows, stylized
looks), to perform image corrections (color balancing,
sharpening), or to create complex compositing effects (green
screen keying). Third-party FxPlug filters appear in the
category to which they belong. Most filters can be applied to
any layer (text, images, shapes, video footage, particles, and
so on) in your project. For more information, see
.
Generators: Computer-generated art such as checkerboards,
noise patterns, color rays, and animated text objects that you
can add to your projects. For more information, see
.
Particle Emitters: Animated swarms of small particles that let
you add effects ranging from simulations of smoke, fire, and
explosives to animated abstract textures. All premade particle
systems can be customized after you add them to your
project. For more information, see .
Replicators: Patterns of repeating elements used to create
kaleidoscopic effects (static or animated) in your
compositions. All premade replicators can be customized
after you add them to your project. For more information, see
.
Shapes: Premade geometrical forms that you can use as
visual elements or as image masks in your project. Each
Apply behaviors overview
Filters
overview
Generators overview
Particles overview
Replicator overview

shape is a Bezier shape and can be customized using
Motion’s shape-editing tools. For more information, see
.
Gradients: A selection of premade color spreads that can be
applied to shapes, text, particles, and replicators in your
project. For more information, see .
Fonts: A browser containing all the fonts available on your
computer, organized into subcategories based on the
categories defined in the Font Book application. Simply select
a font, then apply it to text in your project. For more
information about Font Book, see Mac Help (in the Finder,
choose Help > Mac Help). For more information about using
fonts in Motion, see .
Text Styles: Thematic type styles (Antique, Fantasy, Grunge,
and so on) that let you modify the look of 2D text and 3D text
in your project. For more information, see
.
Shape Styles: Preset shape styles that add artistic line strokes
(Abstract, Flora, and Liquid, for example) to shapes in your
project. For example, dragging a shape style onto a shape
instantly applies that style. For more information, see
.
Materials: Preset 3D text materials that give 3D text a natural
and realistic appearance, as they respond to lighting, exhibit
reflectiveness, and so on. All premade materials can be
customized after you add them to your project. See
.
iTunes: A browser for locating and importing files from your
iTunes library. The subcategories include the library and
Shapes, masks, and paint strokes overview
Gradient editor controls
Preview and apply fonts
Use preset text
styles
Shapes,
masks, and paint strokes overview
Materials
overview

playlists created in iTunes. The contents of each playlist
appear in the Library stack. See
.
Photos: A browser for locating and importing image files from
your selected photo library. The contents of each photo album
or photo library appear in the Library stack. The photo
application that is available in the Photos category of the
Motion Library is set in the General pane of Motion
Preferences. See .
Content: Graphical elements used in the templates and
presets that ship with Motion. Use these images, text
elements, patterns, and animations to create custom design
elements, such as particles and replicators, which can be
saved to the Library for later use.
Favorites: A place to save objects—built-in or custom-made in
Motion—for future use, including cameras, layers, or groups.
You can also place frequently used media files (such as PDF
or TIFF files) into the Favorites category. Objects you place in
the Favorites category are available to every project you
create in Motion.
Favorites Menu: Objects you place in the Favorites Menu
folder appear in the Favorites menu, for even faster access.
When you choose an item from the Favorites menu, that item
is placed into the selected layer and is positioned at the
center of the Canvas. Objects you put in the Favorites Menu
are available to every project in Motion.
Add Library content to a project
Add iTunes and photo files
from the Library
Add iTunes and photo files from the Library

You can add Library content (special effects and premade
graphical elements) to a project in several different ways.
Add Library content to a project
1. Navigate through the Library, selecting a category and
subcategory in the navigation pane and an item in the Library
stack.
For example, select the Filters category, select a filter
subcategory, then select a filter in the Library stack.
A preview of the selected Library item appears in the preview
area.
2. Do either of the following:
Click the Apply button to the right of the preview area.
Drag the item from the Library stack to a location in the
Canvas, or into the empty lower area of the Layers list or
Timeline.
The item is placed inside a new group at the top of the Layers
list and Timeline, and the content appears in the Canvas or
under the selected layer in your project.
Note: Some categories of Library content are designed to
modify specific types of layers. For example, items in the Text
Styles category of the Library can only be applied to text
layers in your project. If nothing happens when you try to add
a Library item, make sure you’ve applied it to a suitable group

or layer.
Add Library content to a specific group or
layer in a project
1. Navigate through the Library, selecting a category and
subcategory in the navigation pane and an item in the Library
stack.
For example, click the Filters category, click a filter
subcategory, then click a filter in the Library stack.
A preview of the selected Library item appears in the preview
area.
2. Do either of the following:
Select a specific group or layer in the Layers list or
Timeline, then click Apply in the preview area.
Drag the item from the Library stack to a specific group or
layer in the Layers list or Timeline.
The item is placed in the group or applied to the layer.
Note: Some categories of Library content are designed to
modify specific types of layers. For example, items in the Text
Styles category of the Library can only be applied to text
layers in your project. If nothing happens when you try to add
a Library item, make sure you’ve applied it to a suitable group
or layer.

There’s an additional way to add generators, behaviors, and filters
—using the pop-up menus in the toolbar. For more information,
see , , and
.
Add iTunes and photo files from the
Library
You can add files from your iTunes library and photo application
libraries to a project via the Motion Library. The iTunes and photo
content appear in two Library categories, iTunes and Photos.
(However, you cannot import rights-protected video content from
iTunes into a Motion project.)
Note: Although a connected iPod appears in the File Browser as
a hard disk, you can only browse for and import iPod files that are
stored as data. Music transferred to the iPod via iTunes cannot be
imported into Motion.
Add a file from iTunes
1. In the Library, select the iTunes category.
The iTunes library content appears in the adjacent navigation
pane. By default, All is selected (the iTunes library).
2. Select a subcategory, such as Music or Podcasts, then select
a file from the stack.
Add a generator Apply and remove filters Add, remove,
and disable standard behaviors

3. Do one of the following:
Click the Apply button to the right of the preview area.
Drag the file to the Canvas, Layers list, Timeline, or Audio
Timeline (if the file is an audio track or is a video that
contains audio).
Note: Rights-protected AAC files cannot be imported into Motion
and do not appear in the file stack. This includes non-iTunes Plus
music purchased from the iTunes Store.
For more information on working with audio files, see
.
Add a file from a photo application
1. In the Library, select the Photos category.
The albums (or libraries) appear in the adjacent navigation
pane. By default, All is selected.
Note: The photo application that is available in the Photos
category of the Motion Library is set in the General pane of
Motion Preferences. Only one application may be selected at
a time. For more information, see .
2. Select an album, then select a file from the stack.
3. Do one of the following:
Click the Apply button to the right of the preview area.
Drag the file to the Canvas, Layers list, or Timeline.
Audio
overview
General preferences

Note: When importing large-scale images into Motion, you can
import the files at their native resolution or at the resolution of the
Motion Canvas. For more information, see
.
Sort and search in the Library
You can display and sort content in the Library in any of several
ways. You can also search for library content.
View the Library in list view
Click the List View button in the lower-right corner of the
Library.
View the Library in icon view
Click the Icon View button in the lower-right corner of the
Library.
Set the import size of
large still images

Change the size of the icons while in icon
view
Click the Icon Scale button in the lower-left corner of the
Library, then drag the slider to the right to make the icons
larger, or to the left to make them smaller.
On a Multi-Touch trackpad, pinch open to make the icons
larger or pinch closed to make the icons smaller.
Sort using the Theme pop-up menu
The Theme pop-up menu under the preview area lets you sort
Library content by thematic categories such as Abstract, Nature,
Sci-Fi, and so on.
Do one of the following:
Select a category in the Library sidebar or stack, then click the
Theme pop-up menu and choose a choose a theme.
To sort using the default themes, select the Content category,
then click the Theme pop-up menu choose an item.
Search for Library content

Click the Search button at the bottom of the Library, then
enter text in the Search field.
Note: The Search field is not available unless the Search
button is selected.
Clear a file search
Click the Clear button at the right side of the Search field.
Manage Library folders and files
Although you can’t modify the effects, elements, and folders built
into Motion, you can organize custom effects, elements, and
folders in the Library the same way you manipulate files in the
Finder. You can create folders and delete certain files or folders.
You can also easily create, save, and organize files and themes in
the Library.
Create a new folder in the Library
You can create new folders in the subcategory column (the

second column) or in the stack (the area under the category and
subcategory columns) to better organize your custom Library
content.
Do any of the following:
Create a new folder in the subcategory column: Select a
category, select the All folder in the subcategory column, then
click the New Folder button (+) in the lower-left corner of the
Library.
A new, untitled folder appears in the subcategory column.
Create a new folder in the stack: Select a category, select the
subcategory to contain the new folder, then click the New
Folder button (+) in the lower-left corner of the Library.
A new, untitled folder appears in the stack.
For more information on saving custom Library content, see
.
Rename a custom folder or file
Do one of the following:
Rename a subcategory folder: In the subcategory column,
click the name of a custom folder once to select it, click it
Save
custom objects to the Library

again to activate the text field, enter a new name, then press
Return.
Rename a file or folder in the stack: In the stack, Control-click
a custom file or folder, choose Rename from the shortcut
menu, enter a new name, then press Return.
WARNING: Renaming a custom folder or file in the Library
renames the item on your computer or networked storage device.
If projects use files from the originally named folder, Motion may
list the item as missing.
Remove custom objects or folders from the
Library
Select a custom folder in the subcategory column or stack (or
a custom object in the stack), then do one of the following:
Choose Edit > Delete.
Press Command-Delete.
WARNING: Deleting a custom folder or file in the stack removes
that item from your computer or networked storage device and
places the item in your Trash.
Delete a folder or file
In the Library stack, Control-click the custom file, then choose
Move to Trash from the shortcut menu.

Move a file into a folder
In the Library stack, drag the file onto the folder icon.
The file is moved inside that folder.
When Library media becomes
unavailable
As with any other object used in a Motion project, Library media
must be present and installed on your computer for that media to
appear correctly in Motion. If someone gives you a project file and
you don’t have the same filters or fonts used in the file, a warning
appears when you open the project, listing the items that are
unavailable.
You can close the project and install the necessary files on your
computer, or you can open the file. When you open a file with
missing media, the following occurs:
Missing Content: Missing content is treated like any other
missing media item. For more information about reconnecting
media, see .
Missing Filters: When a filter is missing, a placeholder object
appears in the Layers list and Timeline. When you reinstall the
missing filter, the filter object replaces the placeholder, and
the effect is applied properly.
Missing Fonts: When fonts are missing, the text objects that
use those fonts default to Helvetica as a temporary substitute.
Reconnect offline media files

Missing international fonts substitute the default system font
for the relevant language.
Work with Library themes
Library themes help you organize projects that may share objects
by allowing you to label specific objects with a default theme,
such as Abstract, Nature, or Sci-Fi, or to assign objects to a
custom theme. By default, some preset Library objects are
assigned to a theme. For example, the Hypnotic particle emitter
preset is in the Sci-Fi category.
Note: Library themes are different from the themes in the
Themes pop-up menu of the Project Browser. Project Browser
themes are applied to entire Motion projects and shared between
Motion and Final Cut Pro X when creating templates. For more
information on creating templates for Final Cut Pro, see
.
Sort using the Theme pop-up menu
Select a category or subcategory in the Library sidebar, then
choose a theme from the Theme pop-up menu.
Items belonging to the chosen theme appear in the stack.
Create a new custom theme
Final Cut Pro templates overview

1. In the Library, below the preview area, choose New Theme
from the Theme pop-up menu.
2. In the Create New Theme dialog, type a theme name, then
click OK.
A new theme is added to the Library. New themes appear in
the Theme pop-up menu.
Custom themes are saved in the “themes” document in your
/Users/username/Library/Application Support/Motion/Library/
folder.
Assign a theme to custom content
Control-click a custom item in the Library stack (such as a
shape saved to the Favorites folder), choose Theme from the
shortcut menu, then choose a theme from the submenu.
An item must be saved in the Library before you can assign a
theme. For more information, see
.
Items that can be assigned a theme include the following:
Replicators
Emitters
Shapes
Gradients
Text styles
Shape styles
Save custom objects to the
Library

Shape styles
Layers or groups
Note: You cannot assign a theme to behaviors, filters, fonts,
images, image sequences, or movies.
Remove a custom theme
1. Choose the theme to remove from the Theme pop-up menu.
The Remove Theme item becomes available in the Theme
pop-up menu.
2. Choose Remove Theme from the Theme pop-up menu.
The theme is removed from the list.
Note: You can only remove custom themes.
Save custom objects to the Library
You can save nearly any object in Motion to the Library, including
animated cameras and lights, customized behaviors, filters,
particle systems or replicators, shapes and text, as well as layers
and groups. After an object is placed in the Library, it can be
added to a project like any other element in the Library.
You can save multiple objects to the Library as one file or multiple
files. For example, if you create an effect using multiple filters and
you want to save the cumulative effect of those filters to apply to

other objects, you can save the filters as one item in the Library.
Although you can save custom objects into their namesake
folders, it is better to save customized objects that you use
frequently to the Favorites category. Because some Motion
Library categories contain numerous items, placing custom items
in the Favorites or Favorites Menu categories can save you search
time. In the Favorites category, you can create additional folders
to better organize custom items.
Note: You can create folders in the built-in categories, such as
the Color Correction filters subcategory; however, those folders
only appear in the Library stack and not the sidebar. Folders
added to the Favorites category appear in the Library sidebar.
Save a custom object to the Library
1. Open the Library and select the Favorites or Favorites Menu
category, or another category.
Note: To save a custom object to a category other than the
Favorites or Favorites Menu category, the object type must
match the category. For example, you can save custom filters
to the Filters category, but not to the Behaviors category or
Generators category.
2. Drag a customized object from the Layers list, Timeline, or
Inspector into the stack at the bottom of the Library.
The item is saved to the Library in the category you selected,
and appears with a custom icon.

When you save a customized item, it’s placed in the
/Users/username/Library/Application Support/Motion/Library/
folder.
Save multiple custom objects to the Library
1. Open the Library and select the Favorites or Favorites Menu
category, or another category.
Note: To save a custom object to a category other than the
Favorites or Favorites Menu category, the object type must
match the category. For example, you can save custom filters
to the Filters category, but not to the Behaviors category or
Generators category.
2. In the Layers list, select all objects to save and drag them to
the stack, holding down the mouse button until a drop menu
appears.
3. Choose “All in one file” or “Multiple files” from the drop menu,
then release the mouse button.
“All in one file” saves objects together, as one item in the
Library. “Multiple files” saves the as individual objects in the
Library.
Note: When saving objects of different types, it’s best to save
them to the Favorites or Favorites menu category (or a folder
you specifically create) for organizational purposes. If multiple
objects of different types are saved, such as a shape with an
applied behavior and text, the objects are added to the
Content folder as “Untitled.”

Create a custom note for a saved Library
object
Control-click the icon in the Library stack, choose Edit
Description from the shortcut menu, enter notes in the dialog
that appears, then click OK.
For information about renaming and organizing custom Library
content, .
Manage source media
Source media overview
When you import an external media file into a Motion project, two
things occur:
An instance of that media (an image or video clip) is placed in
your project, and is visible in the Layers list, Canvas, and
Timeline.
A link to the external source media file on your computer or
other connected device is shown as an item in the Media list
in the Project pane.
Manage Library folders and files

Media used in Motion must remain connected to the source media
files on your computer or networked device. If you move, delete,
or rename external media files that correspond to media used in a
Motion project, the source media link (in the Media list) and any
layers in your project using that source media go “offline.” It’s
easy to reconnect offline media in your project (as long as the
external files are still available on your computer or networked
device). For more information, see .
Because Motion is a nondestructive effects application, changes
you make to media layers in your project are not applied to the
external media on your computer or connected device. Rather,
any changes you make to a media layer are applied to the
instance of the media in Motion.
You can view information about source media in two places in the
Motion workspace:
Media list: The second list in the project pane, itemizes all
source media files (audio, image, image sequence, and
QuickTime movie files) in your project. The items in this list are
links to source media files that remain on your computer or
networked device. Applied effects (such as filters or
behaviors) and graphics content created in Motion (such as
masks, shapes, or text) do not appear in the Media list.
Columns in the Media list display information about each
source file, including format, duration, frame rate, and so on.
For more information, see .
Media Inspector: Available when you select a media item the
Media list, displays information about the selected source
media file (format, duration, frame rate, and so on). The Media
Inspector also contains adjustable media controls for
Reconnect offline media files
Media list overview

modifying instances of the source media file used in your
project. For more information, see
.
View source media information
Media list overview
The Media list (the second list in the Project pane) itemizes all
media files (audio, image, image sequence, and QuickTime movie
files) in the project. Items in this list are links to source media files
that remain on your computer or networked storage device.
Applied effects (such as filters or behaviors) and graphics content
created in Motion (such as masks, shapes, or text) do not appear
in the Media list.
The columns in the Media list contain information about each
media item, in the following categories:
Preview: Displays a thumbnail of the media object.
Name: Lists the filename of the source media on disk where
the object is linked. If you change the name of corresponding
linked objects in the Layers list, this name doesn’t change.
Kind: Lists the type of file—still image, QuickTime movie,
image sequence, or audio file.
In Use: Indicates that the media is in use in the project.
Duration: Displays the total duration of the object, in frames or
timecode, depending on what is displayed in the Timeline.
Frame Size: Displays the frame size of the object, in pixels.
Format: For QuickTime movies, displays the codec used. For
Display the Media
Inspector

Format: For QuickTime movies, displays the codec used. For
still images, displays the method of compression that is
applied based on the file type.
Depth: Specifies the color depth of the image.
Vid Rate: Displays the video frame rate of the object, in
frames per second.
Aud Rate: For audio files and QuickTime movies, displays the
sample rate of the audio.
Aud Bit Depth: For audio files and QuickTime movies,
specifies the bit depth of the audio.
File Size: Shows the size of the source media file on disk.
File Created: Shows the file creation date of the source media
file on disk.
File Modified: Shows the file modification date of the source
media file on disk. This is a useful parameter for file
management.
SEE ALSO
Display, sort, and search the Media list
Customize your view of the Media list to see the information most
important to you.
Display, sort, and search the Media list
Source media controls in the Media Inspector

Display the Media list
Do one of the following:
If the Project pane is visible, click Media at the top of the
pane.
Choose Window > Media (or press Command-5).
The Media list opens.
Display and adjust columns in the Media list
Do any of the following:
To display all visible columns in the Media list, drag the scroller
at the bottom of the Media list.
To show or hide a column, Control-click a column header,
then choose the item to show or hide from the shortcut menu.

Items in the list with a checkmark are displayed in the Media
list. Items with no checkmark are hidden.
To reorder the columns, drag a column header left or right to a
new position.
To adjust column width, drag a column border to resize the
width in the header row.
To adjust row height, do one of the following:
Position the pointer over a horizontal line and drag up or
down to decrease or increase the height of all rows. Icons
and thumbnails resize themselves as you make the
adjustment.
Click the Scale button at the bottom of the Media list, then
drag the slider left to decrease row height or right to
increase row height.

Sort Media list items in a column by file type
Click the column header.
The layers are sorted in the column and a small arrow in the
column header indicates the direction of the sort. To reverse the
direction of the sort, click the column header.
Search for specific items in the Media list
Click the Search button at the bottom of the Media list, then
enter the name of items to view in the Search field.
As you type in the Search field, the Media list is filtered to
show items containing the text you type.
To stop filtering and return to the complete list, click the Clear

button at the right of the Search field.
Reveal source media
Occasionally, you may need to find source media used in your
project, to access additional information about an imported media
file, or to locate the external file on your computer or networked
storage device.
Show a layer’s source media link in the
Media list
Do one of the following:
Control-click a layer in the Canvas, Layers list, or Timeline,
then choose Reveal Source Media from the shortcut menu.
Select a layer, then choose Object > Reveal Source Media (or
press Shift-F).
The Media list opens, with the source media selected. The Media
Inspector also opens, displaying information about the source
media.
Find external source media used in your
project

Open the Media list, Control-click a media item, then choose
Reveal in Finder from the shortcut menu.
A Finder window appears, and the external source media file used
in your project is highlighted.
Adjust source media parameters
Display the Media Inspector
The Media Inspector displays adjustable parameters that define
how an image or movie clip is displayed and composited in the
project. These parameters define the source media’s essential
properties, including frame rate, pixel aspect ratio, interlacing, and
alpha channel parameters. There are also parameters that allow
you to define source media’s end condition, reversal, cropping,
and timing.
Open the Media Inspector
Open the Media list (the second list in the Project pane), select
a media item, open the Inspector, then click the Media tab.
The Media Inspector shows adjustable parameters for and
information about the selected item in the Media list. For
information about adjusting source media parameters, see
.
Source media controls in the Media Inspector
Source media controls in the Media Inspector
Motion attempts to interpret the correct parameter settings for
each source media item you add to a project. However, additional
manual adjustment is sometimes necessary. Because Motion is a
nondestructive application, changes made to these parameters
are not applied to the source media files on disk. Parameter
changes affect how objects are drawn in Motion.

The following controls let you modify source media in the Media
list. Modifying source media modifies all layers in a project linked
to that source media.
Note: The parameters described below do not apply to
Photoshop files imported as separate layers. And PDF files with
transparent backgrounds do not have the Alpha Type or Invert

Alpha parameters.
Alpha Type: A pop-up menu to set how Motion deals with
alpha channels in the media item. An alpha channel contains
information about areas of transparency in the image or
movie. When you import an image file or QuickTime movie that
has an alpha channel, its alpha channel is immediately
recognized by Motion. There are several different ways to
embed alpha channel information into files, which correspond
to the options in this menu. Motion assigns an option based on
an analysis of the object when it’s imported, but you can
override the default if necessary, by choosing any of the
following:
None/Ignore: The default setting for objects with no alpha
channel. This option also allows you to ignore an object’s
alpha channel, so the entire object appears solid.
Straight: These alpha channels are kept separate from the
red, green, and blue channels of an image. Media files
using straight alpha channels appear fine when used in a
composition, but they may look odd when viewed in
another application. Translucent effects such as volumetric
lighting or lens flares in a computer-generated image can
appear distorted until the clip is used in a composition. If
Straight is chosen but you see a black, white, or colored
fringe around the object, this parameter is incorrectly set
and should be changed to a Premultiplied option,
depending on the color of the fringe.
Premultiplied–Black: This type of alpha channel is
multiplied with the clip’s red, green, and blue channels. As
a result, objects with premultiplied alpha channels look
correct, even with translucent lighting effects, because the

entire image is precomposited against a solid color. This
option interprets alpha channels that are precomposited
against black.
Premultiplied–White: This option interprets alpha channels
that are precomposited against white.
Guess Alpha Type: This option forces Motion to analyze
the file in an attempt to figure out what kind of alpha
channel is used. If you’re unsure, use this setting.
Invert Alpha: A checkbox that, when selected, inverts an alpha
channel that is incorrectly generated in reverse. Ordinarily, an
alpha channel is a grayscale channel, where white represents
areas of 100 percent opacity (solid), gray regions represent
translucent areas, and black represents 0 percent opacity
(transparent).
Pixel Aspect Ratio: A pop-up menu to set the type of pixel
relevant to the project, square or nonsquare. In general,
objects created for computer display, film, and high-definition
video use square pixels, while objects created for some video
formats (such as DV, HDV, DVCPRO HD, and others) use
nonsquare pixels. A value field to the right of this pop-up
menu displays the numeric aspect ratio, in case you need a
custom ratio. By correctly identifying each object you add to
your project, you can mix and match both kinds of media.
Field Order: A pop-up menu to choose a field order that
matches the field order of the device used to capture an
interlaced clip. There are two choices: Upper (Odd) or Lower
(Even). If you choose incorrectly, you’ll notice that the video
stutters during playback. When this happens, choose the
opposite field order. Clips shot on film or with a progressive
scan video camera have no interlacing; therefore Field Order

should be set to None. By correctly identifying each object in
your project, you can mix and match clips with a different field
order. For more information, see .
Frame Rate: A pop-up menu to choose a frame rate in frames
per second (fps) that matches a clip’s native rate. For
example, film is 24 fps, PAL video is 25 fps, and NTSC video
is 29.97 fps. Additional frame rates are available for other
video formats. If the frame rate you require is not listed, enter
a number in the text field to the right of the pop-up menu. If
you modify a QuickTime file’s frame rate but need to change it
back to the file’s original rate, choose “From file” at the
bottom of the Frame Rate pop-up menu.
Although you can mix clips using different frame rates, clips
playing at a frame rate different from that of the project might
not play smoothly.
Note: Project frame rates are determined by the project
preset. To edit a preset or to create a preset, choose Motion >
Preferences and use the options in the Presets pane.
Fixed Width and Fixed Height: Sliders (available for still
images) to change the resolution of source media. When the
Large Stills control (in Motion Preferences) is set to Scale to
Canvas Size, these values display the resolution of the original
file. For more information, see
.
When a PDF is selected in the Media list, these controls set
the maximum resolution to which a PDF object can be
smoothly scaled. For more information, see .
Crop: Four sliders, visible when you click the disclosure
triangle, that define the number of pixels to be cropped from
Field order
Set the import size of large still
images
About PDF files

each of the source media’s four sides, relative to the outer
edge of the bounding box that surrounds that source media.
Cropping an item in the Media list also crops all instances of
that item in layers of the project. A similar Crop parameter
appears in the Properties Inspector when you select a layer in
the Layers list. For more information, see
.
Timing: Three value sliders to set the start, end, and duration
of the source media:
Start: Sets the In point of the source media, in constant
and variable speed modes. Adjusting this parameter
moves the In point to the specified frame without affecting
the duration of the media.
End: Sets the Out point of the source media, in constant
and variable speed modes. Adjusting this parameter
moves the Out point to the specified frame without
affecting the duration of the media.
Duration: Sets the total duration of the source media. If
Time Remap is set to Constant Speed, adjusting Duration
also affects the Speed and Out point. If Time Remap is set
to Variable Speed (in the Timing controls of the Properties
Inspector), adjusting Duration does not affect variable
speed playback.
Linked Objects: A list of all objects in the Layers list that are
linked to the selected source media in the Media list. The first
column shows the name of the group containing an instance
of the source media; the second column shows the layer
name. Changing the layer name in the Layers list updates the
name appearing in this list.
Replace Media File: A button to relink media in your project to
Properties Inspector
controls

Replace Media File: A button to relink media in your project to
a source file on disk. This feature is primarily useful for
relinking offline media, but can also be used to change source
media (changing all layers that are linked to that source
media).
Metadata: An information pane displaying properties of the
external media file on your computer or networked device
that’s linked to the item selected in the Media list.
About duplicating and deleting media
files
When you delete a layer in the Layer’s list, by default Motion
deletes the corresponding media item in the Media list (but does
not delete the source media on your computer or connected
storage device). If you want to delete a layer, but retain its source
media item in the Media list for future use, open Motion
Preferences and, in the General pane, deselect the “Automatically
manage unused media” checkbox. For more information, see
.
When you duplicate a layer in the Layers list, a new instance of
the source media is created in the Layers list—however, no new
source item is created in the Media list. In a project with
duplicated layers, you can adjust the attributes of all duplicates
simultaneously by adjusting the source media’s parameters in the
Media Inspector (see ).
If you’ve duplicated layers and want to delete them all at the
same time, delete the corresponding media item in the Media list.
General preferences
Display the Media Inspector

Exchange media in a project
You can overwrite an image layer with media from a different file
in the File Browser or Library. This process, called exchanging
media, replaces the layer’s original with a new
source media link. When you exchange a layer’s source media,
the layer retains its Property Inspector parameter values (including
Position, Scale, and Opacity, and Blend Mode), as well as applied
filters, behaviors, masks, or keyframes.
The exchange operation lets you replace layers in your project
even after you’ve modified and animated them. If you’re unhappy
with an element of your composition, exchange it with a new one.
Important: You can only exchange layers that are linked to
source media files on your computer or networked device. You
cannot exchange Motion-generated objects such as particle
systems, generators, shapes, or text objects.
Exchange media in a layer
1. Drag a media file from the File Browser onto a layer in the
Layers list.
2. When a curved pointer appears, release the mouse button.
source media link

The layer’s original source media is replaced by the new source
media.
Exchange source media via the Media
Inspector
1. In the Media list, select the object to replace.
2. Open the Media Inspector or HUD (heads-up display).
Note: For information about opening the Media Inspector, see
. To open the HUD, press F7.
3. Click Replace Media File.
4. In the dialog that appears, navigate to the file that will replace
the current source media.
5. Click Open.
Display the Media Inspector

The original source media is replaced by new source media in the
Media list and in any layers in the project linked to the source
media.
Reconnect offline media
Reconnect offline media files
Adding a media file to a Motion project creates a link between the
resulting image layer in Motion and its corresponding source
media file on your computer or connected storage device. If you
move, delete, or rename media files on your computer or
connected device, the linked layers in Motion go “offline.” Media
can also go offline if you give someone a project file without also
providing the source media it uses.
Offline layers appear as checkered rectangles that occupy the
entire bounding box of the missing image.
When a layer goes offline, a question mark icon appears beside
the empty preview thumbnail in the Layers list.

In the Media list, a question mark icon replaces the missing
preview thumbnail.
When you open a project file with offline media, a dialog appears
listing all files that can’t be found. If the media files were moved to
another folder or disk instead of being deleted, you might be able
to locate them on your computer using the offline media Search
feature. If you know the location of the missing media files, you
can display a manual reconnection dialog and navigate to the files
without searching. If the file was renamed, you must locate it
manually.

Manually reconnect an offline media file
1. In the alert dialog, click Reconnect.
In the manual reconnection dialog that appears, navigate to
the location of the missing file.
2. Select the file, then click Open.
The file is reconnected. If more than one missing media file
appears in the same folder, all files are reconnected.
Search for and reconnect offline media files
If you can’t find the file manually, use the offline media Search
feature.
1. In the alert dialog, click Search.
Motion attempts to find the first missing file in the list. If the
search is successful, a dialog shows the missing media file.
2. Select the file, then click Open to reconnect it.

If the search is unsuccessful, use the manual reconnection dialog
to navigate to the file. When you locate it, select the file, then click
Open.
Cancel an active search for offline media
1. Click Cancel.
The manual reconnection dialog appears.
2. In the dialog, navigate to the file’s location, select the file, then
click Open.
The file is reconnected.
Reconnect offline media via the Media
Inspector
If you do not immediately reconnect an offline layer, you can still
save changes to the project and even close it again, then
reconnect the offline layers later, via the Reconnect Media File
button in the Media Inspector.
1. Open the Media list.
2. Select the offline layer to reconnect.
3. Open the Media Inspector, then click the Reconnect Media
File button under the Linked Objects list.
Motion attempts to find the first missing file in the list. If the

search is successful, a file browser dialog appears with the
missing media file selected. If the search is unsuccessful, you
must navigate manually to file’s location, then select the file.
4. Click Open to reconnect the file.
Note: You can also use the File > Reconnect Media
command.
If more than one missing media file appears in the same folder,
clicking Open reconnects all files.
About networked devices and removable
media
Be careful when adding media files from a remote server to your
project. Although the File Browser can access the contents of
other computers on your network, dragging remote media to your
project does not copy the source file to your computer. The media
source file remains on the remote device. As a result, when that
remote device becomes unavailable, the corresponding item in
your project goes offline. Further, depending on the speed of your
network, you may experience performance issues when using
media files on other computers.
Ideally, copy all media files used in your project onto a device
that’s physically connected to your computer. If you must use
media from a networked storage device, ensure that the device is
always mounted on your system and that you have a high-
performance network.
This is especially true for media from removable devices, such as
flash drives, DVDs, and removable hard disks that are frequently
disconnected from your computer. Always copy media files from
such media to your local computer.

Project playback overview
After you create a project, Motion provides easy ways to control
and optimize playback. You can:
a project using simple transport controls
For information about graphics cards and performance, see
.
View and play back a project
View and play back a project overview
The easiest way to play a project and see your animated
sequence in real time is to under the
Canvas. In addition to starting and stopping your project’s
playback, you can use the transport controls to jump to the
beginning or end of your project, advance your project frame by
frame, and so on.
To customize playback, you can also:
by manually rendering a
Play back projects
Play back
Adjust project timing
Define a play range
About
project playback performance
use the transport controls
Optimize playback performance

by manually rendering a
portion or your entire project to random access memory
(RAM)
Play your project in
View the Canvas (or Timing pane) on a
Play back a project
After you add content to your project, use the transport controls
at the bottom of the Canvas to play your sequence back in real
time, to jump to the beginning or end of your project, to advance
your project frame by frame, and more.
Note: Most of the transport controls have a keyboard shortcut.
The transport controls contain the following buttons:
Go to start of project: Returns the playhead to the beginning of
the project. (Keyboard shortcut: Home)
Go to end of project: Moves the playhead to the end of the
project. (Keyboard shortcut: End)
Play from start (of a play range): Plays from the In point to the
Optimize playback performance
full-screen player mode
second display

Play from start (of a play range): Plays from the In point to the
Out point of the play range. To learn how to set a play range,
see .
Play/Pause: Starts and stops playback. (Keyboard shortcut:
Space bar)
Record: Turns on and turns off animation recording. When
recording is turned on, the values for animatable parameters
appear red in the Inspector, indicating that any change you
make to a parameter (such as moving an object in the Canvas
or adjusting a slider) creates a keyframe. (Keyboard shortcut:
A)
Go to previous frame: Moves the playhead backward by one
frame. (Keyboard shortcut: Left Arrow or Page Up)
Go to next frame: Advances the playhead by one frame.
(Keyboard shortcut: Right Arrow or Page Down)
There are two buttons to the right of the transport controls that
also affect playback:
Player Mode: Hides or shows the File Browser, Library,
Inspector, Project pane, and Timing pane to maximize Canvas
space. For more information, see
.
Loop playback: Controls whether playback loops indefinitely,
or whether playback stops when the end of the play range is
reached. For more information, see .
(Keyboard shortcut: Shift-L)
Define the play range
Expand the Canvas to full-
screen player mode
Define the play range

And to the left of the playback controls is another button that also
can affect playback:
Play/Mute audio: Turns audio playback on or off. Turning audio
off can improve playback performance.
Optimize playback using RAM Preview
Each time you play a project in the Canvas, Motion performs
complex rendering calculations to represent the objects and
effects that appear in each frame. The project plays back as
quickly as possible up to the frame rate specified in the Properties
Inspector. However, with a very complex project, playback quality
can be hampered by the limitations of your computer hardware.
To improve real-time playback, you can manually render parts of
your project and store the frames in your computer’s random
access memory using RAM Preview. With RAM Preview, you can
render the play range, a selection, or the entire project.
RAM Preview your entire project
Choose Mark > RAM Preview > All.

The RAM Preview dialog appears, displaying a progress bar
that shows which frame is being rendered, how many more
frames remain, and an approximation of the time remaining.
When RAM Preview is completed, the dialog closes.
Note: Because some sections of a project may be more
complex than others, the “Time remaining” value may be
somewhat inaccurate.
Interrupt the RAM Preview
Click the Stop button in the RAM Preview dialog.
The section that has been rendered is stored in RAM. When a
section of your project is stored in RAM, a green glow appears
along the bottom of the Timeline ruler and the mini-Timeline.

Clear RAM Preview
You can manually delete RAM Preview to make room for a new
RAM Preview or to free up RAM for other operations.
Choose Mark > RAM Preview > Clear RAM Preview.
RAM Preview the play range
You can restrict which frames are rendered by choosing to
preview the play range or a selection. Using RAM Preview on a
selection renders all visible layers in the project from the first
frame of the selection until the last.
1. Set a play range in your project.
For more information, see .
2. Choose Mark > RAM Preview > Play Range.
The RAM Preview dialog appears and displays a progress bar.
Define the play range

When RAM Preview is completed, the dialog closes.
RAM Preview a selection
1. Holding down the Command and Option keys, drag In the
Timeline to select a region to preview.
A highlight appears over the selected frames.
For more information on regions, see
.
2. Choose Mark > RAM Preview > Selection.
The RAM Preview dialog appears. When RAM Preview is
completed, the dialog closes.
Expand the Canvas to full-screen player
mode
Make changes to a
region (range of frames)

When you click the Player Mode button below the Canvas, the
Canvas expands to fill the Motion workspace. This is helpful for
watching project playback without the distraction of the software
interface. In this mode, the menus, toolbar, and timing display
remain active. The Show/Hide Timeline, Show/Hide Audio
Timeline, and Show/Hide Keyframe Editor buttons at the lower-
right corner of the workspace also remain available, as does the
Show/Hide File Browser/Library/Inspector button at the lower-left
corner of the workspace.
Switch to full-screen player mode
Do one of the following:
Choose Window > Player Mode.
Click the Player Mode button above the toolbar.
Press F8.
Return to normal view
Do one of the following:
Choose Window > Player Mode again.

Click the Player Mode button again.
Press F8 again.
View the Canvas or Timing pane on a
second display
If you have two displays connected to your computer, you can
show the Canvas or Timing pane on the second display.
Note: You can also drag Motion project windows to the second
display, allowing you to view more than one project at a time
Show the Canvas on a second display
Choose Window > Show Canvas on Second Display.
The Canvas and Project pane (Layers, Media, and Audio lists)
appear on the second display. Drag the right edge of the
Project pane left or right to resize the Canvas and Project
pane.
Show the Canvas in the main window
Do one of the following:
Choose Window > Show Canvas in the Main Window.

Choose Window > Revert to Original Layout.
Show the Timing pane on a second display
Choose Window > Show Timing Pane on Second Display.
The Timing pane (Timeline, Audio Timeline, and Keyframe
Editor) appears on the second display. Drag the right edge of
the Timeline layers list left or right to resize the Timing pane
and layers list.
Note: Click the Show/Hide Timeline button, Show/Hide Audio
Timeline button, and Show/Hide Keyframe Editor button in the
lower-right corner of the Timing pane to show or hide the
Timing pane interface elements.
Show the Timing pane in the main window
Do one of the following:
Choose Window > Show Timing Pane in the Main Window.
Choose Window > Revert to Original Layout.
View and adjust project timing
Timing display overview

The timing display, located in the center of the toolbar, lets you
view the current frame (or timecode number) of the playhead, or
the total duration of the project. In the timing display, you can also
modify the duration of the project, navigate to a specific frame,
move forward or backward in small or large increments, and
scrub frames.
For details, see:
View project timing information
You can set the timing display to show either the current playhead
position or the total project duration. You can also set the timing
display show this information in different units—frames or
timecode.
Switch between display of playhead position
and project duration
Do one of the following:
Click the clock icon on the left side of the timing display.
View or change timing information
Navigate a project
Change the duration of a project

When set to project duration, the clock icon looks like this:
When set to playhead position (known as current time), the
clock icon looks like this:
Click the downward arrow on the right side of the timing
display, then choose Show Project Duration or Show Current
Time.
When set to show project duration, the timing display shows the
running time or number of frames in your project (depending on
the unit of measure you choose to display). When set to show the
current time, the timing display shows the frame number or
timecode number of the current playhead position (depending on
the unit of measure you choose to display).
Switch between display of frame numbers
and timecode
The timing display offers two ways of measuring time in your
project: frames or timecode. Frames are incremental still images
starting at 1 or 0 and continuing for the duration of your project.
Timecode is the standard eight-digit numeric system used in video
production. Timecode runs like a clock from 00:00:00:00 to
23:59:59:29. The first two digits represent hours; the second two
digits represent minutes; the third two digits represent seconds;

and the final two digits represent frames, as in HH:MM:SS:FF.
Click the downward arrow on the right side of the timing
display, then choose Show Frames or Show Timecode from
the pop-up menu.
Frames and timecode counters have specific advantages,
depending on the video format in which you’re originating and
finishing. For example, if you’re designing a title sequence for a
35mm film that must be exactly 720 frames, set the timing display
to show frames. If you’re building a television spot for broadcast
(which uses the timecode standard), set the timing display to
show timecode.
Navigate a project using the timing
display
You can also use the timing display to move the Timeline
playhead.
Move the playhead to a specific frame or
time

Do one of the following:
With the timing display pop-up menu set to Show Frames and
Show Current Time, double-click the number display, type the
desired frame number, then press Return.
With the timing display pop-up menu set to Show Timecode
and Show Current Time, double-click the number display, type
the desired timecode (in HH:MM:SS:FF format), then press
Return.
Increase or decrease the current time one
frame at a time
With the timing display pop-up menu set to Show Current
Time, press the Left Arrow key (or Page Up key) to move the
playhead backward or the Right Arrow key (or Page Down
key) to move the playhead forward.
Move ahead or back in seconds, minutes, or
hours
1. Ensure that the timing display pop-up menu is set to Show
Current Time.
2. Double-click the timing display, then do one of the following:
To move forward in seconds, enter a plus sign (+), enter
the number of seconds to move forward, enter a period,
then press Return. For example, to move 2 seconds

ahead, enter “+2.” (with a period after the numeral 2), then
press Return. To move ahead in minutes, enter two
periods after the numeral, then press Return. To move
ahead in hours, enter three periods after the numeral, then
press Return.
To move backward in seconds, enter a minus sign (–), then
enter the number of seconds to move backward, enter a
period, then press Return. For example, to move 2
seconds backward, enter “–2.” (with a period after the
numeral 2), then press Return. To move backward in
minutes, enter two periods after the numeral, then press
Return. To move backward in hours, enter three periods
after the numeral, then press Return.
Move forward or backward a specific
number of frames
With the timing display pop-up menu set to Show Current
Time, enter a plus sign (+) followed by the number of frames to
move forward, then press Return.
With the timing display pop-up menu set to Show Current
Time, enter a minus sign (–) followed by the number of frames
to move backward, then press Return.
Change the duration of a project
By default, a new Motion project has a duration of ten seconds.

You can change this duration to match the needs of your project.
The project duration is displayed at the bottom of the Motion
window. You can also display the duration in the timing display in
the toolbar.
Display project duration in the timing
display
Do one of the following:
In the timing display, click the downward arrow, then choose
Show Project Duration from the pop-up menu.
in the timing display, click the clock icon to switch between
project duration display and current time display.
Change the project duration
Do one of the following:
With the timing display set to Show Project Duration, double-
click the number, type a duration value, then press Return.
When the timing display is set to Show Timecode, you can
type a precise timecode value in the HH:MM:SS:FF format
(hours:minutes:seconds:frames).
With the timing display set to Show Project Duration, drag left
or right over the number to decrease or increase the duration.

Choose Edit > Project Properties (or press Command-J), then
change the value of the Duration field in the Properties
Inspector.
Note: Click the downward arrow to the right of the numbers in
the timing display and choose Show Frames or Show Timecode to
switch between viewing the project duration in frames or
timecode.
Change the default project duration
Choose Motion > Preferences (or press Command-Comma),
then enter a project length in the Project Duration field.
Note: The duration of any open project is not changed. This
setting only takes effect in projects created after the
preferences are set and Motion is quit and reopened.
Change the duration in seconds, minutes, or
hours
1. Click the downward arrow in the timing display, and make
sure that the pop-up menu is set to Show Timecode and
Show Project Duration.
2. Double-click the timing display, then do any of the following:
Set the duration to an exact timecode value: Enter a
specific timecode value in the HH:MM:SS:FF format
(hours:minutes:seconds:frames), including a colon between

each double-digit number.
Set the duration in total seconds: Enter the number of
seconds followed by a period, then press Return.
Set a duration in total minutes: Enter the number of minutes
followed by two periods, then press Return.
Set a duration in total hours: Enter the number of hours
followed by three periods, then press Return.
Define the play range
Ordinarily, clicking the Play button plays your project from the first
frame until the last. However, you can change the play range of
your project by modifying the In and Out points in the Timeline
ruler or by using Menu commands. You might do this to focus on
a specific section as you fine-tune your project or make other
changes to it. When you finish, reset the In and Out points to the
beginning and end of your project.
Customize the playback In point
Do one of the following:
In the ruler, drag the In point marker from the left edge of the
ruler to the frame where you want to set the In point. As you
drag, the playhead moves with your pointer. When you release

the mouse button, the playhead snaps back to its previous
position.
In the ruler, move the playhead to the frame where you want
to set the In point, then choose Mark > Mark Play Range In.
In the ruler, move the playhead to the frame where you want
to set the In point, then press Option-Command-I.
Customize the playback Out point
Do one of the following:
In the ruler, drag the Out point marker from the right edge of
the ruler to the frame where you want to set the Out point.
In the ruler, move the playhead to the frame where you want
to set the Out point, then choose Mark > Mark Play Range
Out.
In the ruler, move the playhead to the frame where you want
to set the Out point, then press Option-Command-O.
Reset playback In and Out points
Do one of the following:
Choose Mark > Reset Play Range.
Press Option-X.

The In and Out points reset themselves to the beginning and end
of the project.
Navigate to playback In and Out points
Do any of the following:
Navigate to an In point: Choose Mark > Go to > Play Range
Start (or press Shift-Home).
Navigate to an Out point: Choose Mark > Go to > Play Range
End (or press Shift-End).
About project playback
performance
When you play back a project, Motion attempts to display your
sequence in real time. However, if your computer has an older
graphics card, or if have more than one monitor connected to
your graphics card, playback performance may be negatively
affected.
Your graphics card also determines the maximum file size you
can import into Motion. For most recommended cards, the image
size limit is 4K or 8K. For the best results, resize very large images
to the largest size required in the project, but no larger.
Computers with graphics cards containing minimum amounts of
video RAM (VRAM) may experience poor performance (or other

Basic compositing overview
After you create a project and add content, you can begin to edit
and arrange the image layers in your composition. This process is
known as compositing, the art of combining at least two images to
produce an integrated final result. Motion graphics artists use
various compositing techniques to create animated visual effects
—transforming the physical properties of image layers (such as
scale), adjusting opacity, applying filters, creating text and
shapes, and so on. Compositing also includes special effects
techniques such as keying, masking, color correction, and the
creation of animated particle systems.
Most basic compositing tasks are performed in four areas of the
Motion workspace:
Work in a basic project

Layers list: Select image layers and effects objects in this
hierarchical list. You can also rearrange the stacking order of
image layers so that certain images appear above other
images in the Canvas. See .
Canvas: View and manipulate image layers in this visual
workspace. Select onscreen editing tools in the toolbar below
the Canvas to perform basic layout tasks in the Canvas—
selecting, moving, rotating, scaling, distorting, and so on. The
onscreen tools let you adjust all of these properties by
dragging in the Canvas. See
.
Tip: Although you can select layers in the Canvas, when
multiple layers are stacked one atop another, it’s often easier
to select specific layers in the Layers list.
Properties Inspector: You can also adjust layer properties
using numeric controls—sliders, dials, value fields, and so on.
Layers list overview
Transform layers in the Canvas
overview

These controls in the Properties Inspector let you make the
same adjustments afforded by the onscreen editing tools, but
with more precision. Adjustments made in the Canvas are
simultaneously updated in the Inspector, and vice versa. For
example, if you change a layer’s scale by dragging its corner
handles in the Canvas, the layer’s Scale parameter is updated
in the Properties Inspector. See
.
HUD: Many of the numeric controls in the Properties Inspector
are also available in the HUD (heads-up display), a floating
window that you can show or hide. See
.
Select and organize layers
Layers list overview
When you add media content, the resulting element is
represented in your Motion project as a layer. Think of layers as a
series of visual overlays stacked on top of each other. These
image layers combine to create the composition displayed in the
Canvas. Motion provides a graphical representation of this layer
hierarchy in the Layers list of the Project pane. In a 2D project, the
stacking order of layers in the Layers list determines which layers
appear in front of others in the Canvas.
You can modify layers by applying effects objects to them. Effects
objects also appear in the Layer’s list, under the group or layer to
which they are applied.
The Layers list contains the following objects:
Transform layers in the
Properties Inspector
Transform layers in
the HUD

Layers: The basic image objects—movie clips, still images,
shapes, text, particle systems, and so on—in your project that
combine to create a composition.
Effects objects: Nonimage objects that modify image layers or
groups. Effects objects include filters, behaviors, lights,
cameras, and rigs. Effects objects appear in the Layers list
indented under the layer or group that they modify.
Groups: Containers that enclose layers and effects objects.
When you create a layer, it’s placed inside a group. All image
layers and effects objects—except for cameras, lights, rigs,
and the Project object—must reside in groups. Masks,
behaviors, and effects can be applied to groups or to layers.
A group can also contain other groups nested inside it. In this
way, you can construct complex hierarchies of nested groups,
with each nested group subordinate to the group that contains
it.
Project object: An icon at the top of the Layers list that, when
selected, makes the Project Inspector available. The Project
Inspector displays parameters that are set to be published in
a template for use in Final Cut Pro X. For more information,
see and
.
Publish parameter controls to Final Cut Pro Add
multiple display aspect ratios to a template

Additional icons and controls in each row of the Layers list provide
information about the status of applied effects, allow you to lock
layers, and let you turn applied effects on or off. For more
information, see .
Note: In Motion, any element that appears stacked in the Layers
list is considered an object. That includes image layers, which are
a special class of object defined as any image-based element—a
movie clip, a still image, a shape, text, a particle system, a
replicator, and so on—that is visible in the Canvas. For example, a
rotating a triangle shape is a layer, but the behavior object that
animates it is not; a sepia-tone video clip is a layer, but the Sepia
filter that makes it so warmly old-timey is not. In Motion help, the
term object is often used to describe the superset of all elements
(layers, groups, and effects objects) that act upon and form a
composition. Layer, however, always refers to the image-based
elements acted upon.
Select layers and groups
Layers list controls

To reorganize layers and groups in a project, you must select
objects to move or modify. You can select layers and groups in
the Layers list or Canvas.
Note: You can also select, organize, and manipulate layers in the
Timeline layers list. Changes made in the Timeline layers list are
mirrored in the Layers list, and vice versa. See .
Select layers or groups in the Layers list
Do any of the following:
Select a single layer or group: Click a layer or group in the
Layers list or Canvas. All other selected objects are
deselected.
Note: Selecting a group does not select the layers nested
underneath it. However, operations performed on a selected
group also affect layers nested in the group.
Select multiple contiguous layers or groups: Click the first layer
or group, hold down the Shift key, then click the last layer or
group in the contiguous list.
Select multiple noncontiguous layers or groups: Hold down the
Command key while clicking multiple layers in the Layers list.
Select layers in the Canvas
Do any of the following:
Timeline overview

Select a single layer: Click the Select/Transform tool in the
toolbar (if it’s not already selected), then click an image in the
Canvas.
Select multiple layers: Click the Select/Transform tool in the
toolbar (if it’s not already selected), then drag a selection
rectangle around multiple images in the Canvas, or hold down
the Shift key while clicking multiple images.
Add or remove selections when there are
multiple selected layers
Do any of the following:
Add to selected groups or layers: Command-click any
unselected layer or group in the Layers list, or Shift-click any
unselected layer in the Canvas.
Deselect a layer from multiple selected layers: Command-click
any selected layer in the Layers list, or Shift-click any selected
layer in the Canvas.
Select all layers and groups
Do one of the following:

Choose Edit > Select All (or press Command-A).
Click the first group or layer in the Layers list then Shift-click
the last group or layer in the list.
Deselect all layers or groups
Choose Edit > Deselect All (or press Shift-Command-A).
SEE ALSO
Show and hide the Layers list
The Layers list is located in the Project pane, to the right of the
Canvas. You can show, hide, or resize the Project pane and
Layers list to customize your workspace.
Collapse or expand the Project pane
Do one of the following:
Choose Window > Show/Hide Project Pane (or press F5).
Click the Show/Hide Project Pane button in the bottom of the
Canvas.
Transform layer properties in the Canvas

Display the Layers list
Do one of the following:
If the Project pane is visible, click Layers at the top of the
pane.
Choose Window > Layers (or press Command-4).
Resize the Project pane
Do any of the following:
Resize horizontally: Drag the right edge of the pane left or
right.
Resize vertically: Drag the top edge of the Timing pane up or
down.
Note: You can also choose Window > Hide Timing Pane. The
Timing pane is hidden and the Project pane is expanded
vertically.
Expose layers in the Canvas

Motion’s expose commands provide a way of viewing multiple
layers at once, exploding and rescaling them. The expose
commands allow you to access all layers in a project in the
Canvas without having to drill down into the Layers list. Expose
commands also let you select inactive layers at the playhead’s
current position or jump to a selected layer’s In point.
Expose layers that are active at the
playhead position
1. Click anywhere in the Canvas.
2. Press X.
Layers active at the current position of the playhead
temporarily scale down and spread out over the Canvas. Each
active layer is represented by a white frame in the Canvas.
Moving the pointer over a frame reveals the layer’s name.
3. Select the layer to work on.
The elements move and rescale back to their original
positions; the element is selected in the Canvas; and the
playhead moves to the first frame of the selected layer.
Expose all layers in your project
1. Click anywhere in the Canvas.

2. Press Shift-X.
Layers in the project temporarily scale down and spread out
over the Canvas. Each layer in the project is represented by a
white frame in the Canvas. Moving the pointer over a frame
shows the layer’s name.
3. Select the layer to work on.
The layers move and rescale back to their original positions;
the element is selected in the Canvas; and the playhead
moves to the middle frame of the selected layer.
Add and remove layers and groups
You can add and remove layers or groups in the Layers list. You
can also add or remove layers (but not groups) in the Canvas.
Add a layer to your project
Do one of the following:

Drag an item from the File Browser or Library to a group in the
Layers list.
Drag an item from the File Browser or Library to the Canvas.
For more information about adding content from the File Browser
or Library, see .
Create a group in the Layers list
Do one of the following:
Click the Add button (+) in the lower-left corner of the Project
pane.
Control-click an empty area of the Canvas (in the gray area
outside the composition) and choose New Group from the
shortcut menu.
An empty group is added above the existing groups in the
Layers list.
Choose Object > New Group (or press Shift-Command-N).
An empty group is added above the currently selected object.
(If no object is selected, the empty group is added at the top
of the Layers list).
Note: You can also create groups when dragging files to the
Layers list from the File Browser or Library. For more information,
see .
Add and manage content overview
Add and manage content overview

Duplicate a layer
Do one of the following:
Option-drag the layer to the position you want in the Layers
list, or Option drag a layer in the Canvas.
Note: You can also Option-drag layers between different
open Motion projects (to the Canvas or Layers list).
Control-click a layer in the Layers list or Canvas, then choose
Duplicate from the shortcut menu.
Clone a layer
When you duplicate a layer, subsequent changes made to the
original (source) layer are not inherited by the duplicated layers.
However, when you use the Make Clone Layer command,
changes made to filters and masks in the source layer propagate
to the clones. Creating clone layers improves project playback
and rendering performance.
Important: Behaviors don’t propagate to clone layers unless the
behavior affects a filter or mask in the source layer.
Do one of the following:
Select the layer to clone, then choose Object > Make Clone
Layer (or press K).
Control-click a layer in the Layers list, then choose Make

Clone Layer from the shortcut menu.
A clone layer is created and appears in the Canvas on top of
the original layer. In the Layers list, the clone layer appears
with the default name “Clone Layer.” A clone layer icon
appears next to the name.
Note: You can modify clone layers independently of their source
layer. However, you cannot modify the Frame Blending parameter
of a clone layer created from a retimed source layer.
Remove a layer or group
Do one of the following:
Control-click a layer or group in the Layers list, then choose
Cut or Delete from the shortcut menu.
Select a layer or group in the Layers list, then choose Edit >
Delete (or press Delete) or Edit > Cut.

The layer or group is removed. This action removes the object
from the Canvas as well.
Note: If you delete a media file (an imported image, image
sequence, audio file, or QuickTime movie) from the project, the file
is also removed from the Media list unless the “Automatically
manage unused media” checkbox is deselected in the General
pane of Motion Preferences. When this setting is deselected,
media files are deleted from the Layers list (and Canvas) but
remain in the project in the Media list. Drag an item from the
Media list into the Canvas to add it back to the Layers list. For
more information, see .
Reorganize layers and groups
The order in which layers and groups appear in the Layers list
determines which layers appear in front of other layers in the
Canvas. You can change the ordering of layers in the Layers list
or in the Canvas. However, it’s easiest to select layers and
change their stacking order in the Layers list.
Additionally, you can change layer order using commands in the
Object menu. These commands can be used with layers, effects
objects, groups, or groups nested in another group. Reordering a
group reorders all objects nested in that group.
Note: When using 3D groups, you can rearrange the depth order
in 3D space to override the layer order in the Layers list. For more
information about depth and layer hierarchy in 3D groups, see
.
Display, sort, and search the Media list
Create 3D intersection

Move a layer or group forward or backward
in your composition
Do one of the following:
Drag a layer or group up or down in the Layers list.
A position indicator shows the new position the selection
occupies when you release the mouse button.
Select a layer or group in the Layers list (or select a layer in
the Canvas), click the Object menu, then choose Bring to
Front, Send to Back, Bring Forward, or Send Backward.
Note: You cannot use the Object menu reorder commands to
move image layers out of the group they’re nested in.
The selected layer or group is reordered in the Layers list and
Canvas.
Note: Using the Bring and Send commands in the Object menu
to move layers up and down in the nested hierarchy in any group
is especially useful when working with selected objects in the
Canvas. For more information, see .
Move multiple layers or groups forward or
backward in the composition
Do one of the following
Object menu

In the Layers list, Shift-click to select multiple contiguous
layers or groups or Command-click to select multiple
noncontiguous layers or groups, then drag the items up or
down in the Layers list.
A position indicator shows the new position the items occupy
when you release the mouse button.
In the Layers list, Shift-click to select multiple contiguous
layers or groups or Command-click to select multiple
noncontiguous layers or groups, click the Object menu, then
choose Bring to Front, Send to Back, Bring Forward, or Send
Backward.
Note: When you apply the Bring Forward or Send Backward
arrangement command to noncontiguous selected layers, the
layers move up or down the object hierarchy together, and
any space between the layers remains.
Move a layer from one group to another

When you have more than one group, you can move layers back
and forth between groups, changing their nested relationship in
your project.
1. Select one or more layers.
2. Do one of the following:
Drag the selected layers to a position underneath another
group. A position indicator appears, showing where the
layer is placed when you release the mouse button.
Choose Edit > Cut (or press Command-X), then select the
group to paste into, and choose Edit > Paste (or press
Command-V).
Copy a layer from one group to another
Do one of the following:
Option-drag selected layers from one group to another.
Select layers, choose Edit > Copy (or press Command-C),
then select the group to paste into, and choose Edit > Paste
(or press Command-V).
Select layers, choose Edit > Copy (or press Command-C),
select the group to paste into, then Control-click an empty
area of the Canvas (in the gray area outside your composition)
and choose Paste from the shortcut menu.
Copy a layer or group from one project to

another
When you have more than one project open, you can copy layers
or groups back and forth between projects.
1. Select one or more layers in the active project window.
2. Do one of the following:
Drag the selected object to a position in the target
project’s Layers list. A position indicator appears to show
where the object is placed when you release the mouse
button.
Choose Edit > Copy (or press Command-C), select a group
in the target project, then choose Edit > Paste (or press
Command-V).
Option-drag a layer in the Canvas to the Canvas or Layers
list of the target project.
Rename a layer or group
Renaming groups and layers in the Layers list helps organize your
project. When you rename a layer, the original name of the source
media file on disk remains unchanged. Likewise, renaming a layer
in the Layers list does not change the name of the layer’s
corresponding source media in the Media list. For more
information, see or
.
1. In the Layers list, double-click the name of a group or layer,
Source media overview Display, sort, and
search the Media list

then enter a new name.
2. To confirm the name, press Return, or click in another layer or
group.
Show, hide, solo, or lock layers and
groups
In the Layers list, you can disable layers and groups to make them
invisible in the Canvas without removing them from your
composition. For example, if a large image layer obstructs other
layers you want to adjust in the Canvas, you can temporarily
disable the offending layer. Similarly, you can disable effects
objects—filters, behaviors, masks, and so on—to temporarily
remove their effect on layers and groups.
If you disable a group, you also hide all layers and groups nested
in it. Hidden layers and groups are not included when your project
is exported.
In the Layers list, you can also solo or lock groups or layers to
prevent accidental modification.
Enable or disable objects
When you disable an image layer or group, it becomes invisible in
the Canvas. When you disable an effects object (such as a
behavior or filter), its effect is disabled.

Do one of the following:
Deselect the activation checkbox to the left of an object in the
Layers list.
Select an object, then choose Object > Active (or press
Control-T).
Control-click an object, then choose Active from the shortcut
menu.
When disabled, objects are dimmed in the Layers list. Disabled
layers are hidden in the Canvas; disabled effects objects no
longer modify the group or layer they’re applied to.
Note: If you disable layers in a group, the enclosing group’s
checkbox displays a dash instead of a checkmark, indicating that
some layers are not visible.
Solo a layer or group

Solo a layer or group
You can “solo” a layer or group to hide all other layers and groups
in the project. This technique can be useful to isolate a single layer
or group in the Canvas to animate or manipulate it without
interfering with other objects in your composition.
1. In the Layers list, select layers or groups to solo.
2. Choose Object > Solo (or press Control-S).
Note: You can also Control-click an object in the Layers list,
then choose Solo from the shortcut menu.
All other layers or groups are deactivated, and only the soloed
object is visible in the Canvas. When the selected item is
soloed, the solo menu item displays a checkmark.
Lock an object
Locked objects cannot be modified or moved, and their
parameters cannot be altered or animated. However, animation
and behaviors previously applied to a layer or group still play.
Locking a group also locks all layers and groups nested in it.
Note: You cannot lock objects that contain published parameters
(for use in Final Cut Pro X). Such objects display a dimmed lock
control. For more information about publishing parameters, see
.
Do one of the following:
Click the lock icon to the right of the object in the Layers list.
Add parameter controls overview

In the Layers list, select a layer, group, or effects object, then
choose Object > Lock (or press Control-L).
In the Canvas, the bounding box of a disabled layer (or a disabled
group of layers) turns white to indicate the item is locked.
Nest layers and groups
Nest layers and groups overview
Groups and layers in the Layers list appear in a hierarchy that
shows which layers are nested inside which groups. Nested layers
and groups appear underneath and indented to the right of their
parent group.
It’s a good idea to group layers that work together as a unit. By
nesting related layers you want to animate inside a group, you can
save time by animating the enclosing group, instead of animating
each layer. For example, when you select a group that has three
layers nested in it, the entire group is selected as a single unit.

Transforming the selected group in the Canvas moves all three
layers simultaneously.
Regardless of how they’re nested, layers can always be modified
independently. Subordinate groups can also be modified
independently. In the following example, a filter is applied to a
layer in a group containing three fish layers. All other layers in the
group remain unaffected.

However, If you apply the same filter to the group, all layers in that
group are affected by the filter, as if they were a single layer.
Many filters produce different results when applied to a group,
rather than individual layers in a group, as shown in the images

below.
You can also nest groups inside other groups. You might do this if
you’re creating a layer hierarchy to control the relationship of one
group of layers to another, or if you’re grouping layers to which
you want to apply a single set of behaviors and filters.
Note: You cannot group groups that appear at different
hierarchical levels in the Layers list.
Collapse and expand group hierarchies
To make the Layers list easier to manage, you can collapse layers
nested in a group. Collapsed groups appear as a single row in the
Layers list, and can be moved or nested like any other layer. Each
group’s thumbnail displays a preview of its composite, making it
easy to see what’s nested inside when the group is collapsed.
Open or collapse a single group
Do one of the following:
In the Layers list, click the disclosure triangle to the left of a

group’s name and icon.
Press the Up Arrow and Down Arrow keys to navigate up and
down the Layers list, then press Option–Right Arrow to open a
group or Option–Left Arrow to collapse a group.
Group, ungroup, and nest layers
Nesting layers and groups in the Layers list helps you apply
animation and other effects to specific elements of your
composition. For more information, see
.
Nest selected layers into a new group
1. Select all layers or groups you want to group together.
2. Choose Object > Group (or press Shift-Command-G).
The selected layers or groups are nested in a new group.
Ungroup nested layers
You can also delete a containing group and move and “unnest” its
contents.
1. In the Layers list, select a group containing the nested layers
or groups.
Nest layers and groups
overview

2. Choose Object > Ungroup (or press Option-Command-G).
The layers or groups are moved up in the Layers list hierarchy.
Note: You cannot ungroup groups that are at the root (project
level) of the Layers list hierarchy.
Move a group inside another group
1. In the Layers list, select one or more groups.
2. Do one of the following:
Drag the groups onto another group.
Drag the groups to a position at the bottom of another
group.
Choose Edit > Cut (or press Command-X) to cut the
groups, then select another group and choose Edit > Paste
(or press Command-V).
Constrain group size
By default, the size of a group is determined by the layers in that
group. Because animated objects often grow in size, the active
height and width of a group (its resolution) can become large. You
can constrain the resolution of a group to a specific width and
height.
The project in the following image contains a particle system. The
animated particles, although not visible when they move off the

Canvas, make the group containing them large.
If a project contains growing objects that move or expand beyond
the edges of the Canvas, use the Fixed Resolution checkbox to
decrease your computer processing time.
Note: The Group pane of the Inspector (which contains the Fixed
Resolution parameter) is only accessible when a group is selected
in the project.
Fix the resolution of a group
1. In the Layers list, select a group.
2. In the Group Inspector, select the Fixed Resolution checkbox.

By default, the group’s resolution is set to the project size;
objects in the group but outside the Canvas are cropped. An
“R” indicator appears to the right of the Fixed Resolution
checkbox, informing you that the group is rasterized. For more
information on rasterization, see .
3. To set a resolution other than that of the project, adjust the
Fixed Width and Fixed Height sliders.
If the group’s anchor point is offset, the cropping might not
occur around the edges of the Canvas, and objects may be
cut off.
Note: When you select a layer in a fixed-resolution group, the
bounding box around the layer appears at its original size,
unaffected by the containing group’s resolution.
Groups and rasterization

Layers list controls
In each row of the Layers list, icons offer additional information
about groups, layers, and effects objects. Clicking these icons
modifies or turns effects, visibility, and locking on or off.
The Layers list contains the following controls:
Activation checkbox: Turns the visibility of the group, layer, or
effects object on or off. When an object’s visibility is off, you
can still modify the object’s parameters and manipulate its
onscreen controls (in the Canvas).
Preview: Displays a thumbnail of a layer or group. The group
thumbnail represents the cumulative result of the composite
up to that point in the project. (You can turn the display of the
preview on or off in the Layers Columns section of the View
menu.)
Name field: Identifies the object by name. To edit the name,
double-click the text area of a selected object, enter a new
name, then press Return. In projects containing a camera, the

Isolate button appears in the Name column.
Isolate button: Appears for a selected layer, group, or camera
object in a project that contains a camera. (For information
about cameras, see .) The Isolate button has an
active and inactive state. Clicking the Isolate button for a layer
or group sets that object to its original face-forward orientation
(so you can apply a mask, for example). Clicking the button
again returns to the previous view. Clicking the Isolate button
for a camera takes you to that camera’s view.
Note: When a group or layer is isolated, the name of the item
replaces the current camera listing in the Camera menu (in the
upper-left corner of the Canvas).
Link icon: Appears when the layer has a corresponding audio
element, such as a multichannel QuickTime file. To unlink the
video and audio (to edit them separately), click the link icon.
When they are unlinked, a red slash appears through the icon.
2D/3D icon: Switches a group between 2D or 3D mode. The
same icon appears at the left of the group name and indicates
the 2D/3D status of the group. Layers cannot be 2D or 3D—
they are always 2D elements in a 2D or 3D group.
Lock icon: Locks an object to prevent changes from affecting
that object. Locking a group prevents changes to layers and
effects in that group. When the lock is disabled, its icon
appears open.
Mask, behavior, and filter icons: Appear when a mask,
behavior, or filter is applied to the layer or group. To turn off
the effect of the mask, behavior, or filter, click the icon so that
it’s marked with a red slash.
Add a camera

Opacity slider: Displays the opacity (transparency) of the
group or layer. You can adjust the slider to change the item’s
opacity. This slider is not displayed by default. To display the
Opacity slider in the Layers list, choose View > Layers
Columns > Opacity.
Blend Mode pop-up menu: Displays the blend mode of the
layer or group. Click the pop-up menu to choose a blend
mode. This pop-up menu is not displayed by default. To
display the Blend Mode pop-up menu in the Layers list,
choose View > Layers Columns > Blend Modes. For more
information on blend modes, see .
Layers list shortcut menu
The Layers list shortcut menu gives you access to additional
commands to help organize and manipulate layers. Control-click a
layer in the Layers list, then choose a command from the shortcut
menu. The command is applied to the layer you Control-clicked.
The menu contains the following commands:
Cut: Removes the layer and places it on the Clipboard.
Copy: Copies the layer to the Clipboard.
Paste: Places the contents of the Clipboard in the selected
How do blend modes work?

location.
Duplicate: Creates a layer identical to the selection.
Delete: Removes the selected layer.
Group: Places the selected layer or layers into a new group.
(For more information, see .)
Ungroup: Deletes a containing group, and moves its contents
up one level in the Layers list hierarchy.
Active: Enables or disables a layer, group, or effects object—
the equivalent to clicking an object’s activation checkbox.
Solo: Hides other layers and groups in the project (so that they
are not visible in the Canvas). When a layer or group is soloed,
activation checkboxes for other layers and groups are
dimmed. You can solo multiple layers and groups at a time.
Isolate: Hides all other groups and layers, and restores the
selected layer or group to a face-forward orientation for easier
adjustment (such as the application of a mask, for example).
This command becomes available only after you
to your project. Choosing Isolate for a camera object
activates that camera’s view.
3D Group: Switches the group from 2D mode to 3D mode. For
more information about 3D groups, see
.
Blend Mode: Sets the blend mode for the selected layer. This
is equivalent to setting a value using the Blend Mode pop-up
menu (when activated in View > Layers Columns).
Add Image Mask: Adds an image mask to the selected layer.
An image mask creates transparency by deriving an alpha
Nest layers and groups overview
add a
camera
Create 3D
intersection

channel from another layer, such as a shape, text, movie, or
still image. For more information, see .
Make Clone Layer: Clones the selected layer. Like the
Duplicate command, Make Clone Layer lets you make copies
of a selected layer. However, copies created by the Make
Clone Layer command are automatically modified to match
changes made to the original layer. For more information, see
.
Reveal Source Media: Opens the Media list and highlights the
media file associated with the selected clip.
When no items are selected in the Layers list, the shortcut menu
provides this set of commands:
New Group: Adds a group to the project above existing
groups in the Layers list.
Import: Opens the Import Files dialog, used to import files
from the Finder.
Paste: Pastes any item copied to the Clipboard into the
topmost group in the Layers list.
Project Properties: Opens the Properties Inspector for the
project, where you can modify the project’s background color,
aspect ratio, field rendering, motion blur, reflections, and so
on. For more information, see .
Customize the Layers list
You can modify the display of the Layers list to suit your needs.
Image masks overview
Add and remove layers and groups
Project properties overview

Adjust row height
Do one of the following:
Position the pointer over a horizontal line and drag up or down
to decrease or increase the height of all rows.
Icons and thumbnails resize themselves as you make the
adjustment.
Click the Scale button at the bottom of the Layers list, then
drag the slider left to decrease row height or right to increase
row height.
Filter the Layers list
Click the Search button, then enter the name of the objects to
view in the Search field.
When you begin typing in the Search field, the Layers list
hides objects that do not contain the text you type. Hidden
objects continue to appear in the Canvas.

Stop filtering and return to the complete
Layers list
Click the Clear button at the right of the Search field.
The Search field is cleared, and the Layers list returns to the
unfiltered view.
Show or hide mask, behavior, or filter
objects
You can hide effects objects in the Layers list to simplify your view
of layers and groups in your project.
Click the Show/Hide Masks, Show/Hide Behaviors, or
Show/Hide Filters button in the lower-left corner of the Layers
list.
When a button is dimmed, the effects object is hidden from view
in the Layers list. However, the effect remains active in the
Canvas.
Transform layers

Transform layers overview
The Motion interface provides three areas where you can
transform the basic spatial properties of layers and groups—
resizing, repositioning, rotating, cropping, and distorting them:
, where you can drag onscreen transform
handles
, where you can adjust numeric
controls (sliders, dials, value fields, and so on)
, where you can adjust a subset of the controls
found in the Properties Inspector
When you transform a layer in any of these areas, the layer’s
parameters are also updated in the other two sections of the
Motion workspace.
Transform layers in the Canvas
Transform layers in the Canvas overview
You can transform image layers in the Canvas using onscreen
controls (transform handles) to drag, resize, rotate, and more.
Although you can perform the same modifications with more
precision by
, onscreen controls give you a more hands-on method of
working.
Before transforming layers, you must make a selection in the
Layers list or Canvas. After you select a layer, a bounding box
with transform handles appears in the Canvas.
In the Canvas
In the Properties Inspector
In the HUD
adjusting parameter controls in the Properties
Inspector

You can move selected layers anywhere in the frame shown in the
Canvas, and you can also drag layers past the edge of the frame.
By default, when you move a layer past the edge of the frame, it
becomes invisible; however, you can still manipulate the layer
using its bounding box.
You can perform different adjustments in the Canvas by choosing
different 2D transform tools in the toolbar. The default tool—
Select/Transform—lets you reposition, resize, and rotate a
selected layer or group. Other 2D transform tools let you distort or
crop objects, create drop shadows, and more.
SEE ALSO
Transform layer properties in the Canvas
After you select a layer in the Layers list or Canvas, you can
choose a 2D transform tool (from the pop-up menu in the toolbar)
Transform layer properties in the Canvas
2D transform tools
Align layers in the Canvas

to activate transform handles in the Canvas. Drag the handles to
transform basic image properties such as position, rotation, scale,
and so on. For a list of transform tools and their functions, see
.
Activate the Select/Transform tool
The Select/Transform tool (the arrow) is the default 2D transform
tool. Use it to resize, reposition, or rotate layers in the Canvas.
Click the Select/Transform tool in the toolbar, or press the S
key.
Note: If a different 2D transform tool is showing in the toolbar,
click and hold down the tool to open a pop-up menu, then
choose the Select/Transform tool (the arrow).
The Select/Transform tool is selected in the toolbar, and
transform handles appear in the Canvas for each selected
layer or group.
Choose a different 2D transform tool
When you choose a 2D transform tool from the pop-up menu in
the toolbar, transform handles appear in the Canvas for each
2D
transform tools

selected layer or group.
Do any of the following:
In the toolbar: Click and hold down the Select/Transform tool,
then choose a different tool from the pop-up menu. For a list
of transform tools and their functions, see .
In the Canvas: Click the Select/Transform tool in the toolbar,
then Control-click any layer in the Canvas and choose a tool
from the shortcut menu.
2D transform tools

The options in the shortcut menu vary depending on the type
of layer selected. For example, a shape layer contains shape-
specific options such as Stroke, Edit Gradient, and Edit Points.
With the Tab key: In the Layers list or Canvas, select a layer,
then press Tab. Pressing Tab repeatedly cycles through the
2D transform tools in order. Pressing Shift-Tab cycles through
the tools in reverse.
Note: When pressing Tab, the 3D Transform tool is activated
between the 2D Select/Transform tool and the Anchor Point
tool. For more information about 3D transforms, see
.
Transform layers
1. Select one or more layers in the Layers list or Canvas.
Transform
layers in 3D space

2. Choose a 2D transform tool from the pop-up menu in the
toolbar, as described in the previous task.
3. Drag a transform handle in the Canvas.
If you selected a single layer, only that layer is modified:
If you selected multiple layers, each is transformed. Each
transform occurs around each layer’s own anchor point, so the
effect is the same as if you applied the transform to each layer’s
handle, one at a time:
Transform a group

If you select and then transform an entire group, all layers and
groups nested in it are treated as a single layer.
1. Select a group in the Layers list.
In the Canvas, a single set of transform handles appears on a
bounding box that encompasses all layers in the group.
2. Choose a 2D transform tool from the pop-up menu in the
toolbar, as described above.
3. Drag a transform handle in the Canvas.
All layer transforms occur around a single anchor point belonging
to the group:
If you select a layer and its parent group (but not the other layers
in the group), the following occurs:
The scale handles of the parent group remain available, and
the scale handles of the individual layers within the group are
dimmed. Dragging the group’s scale handles scales the
group, not its nested objects.
The rotation handles of the individual layers remain available.

The rotation handles of the individual layers remain available.
Dragging an object’s rotation handle rotates that object
independently of the other objects in the group.
SEE ALSO
2D transform tools
Use the 2D transform tools to adjust and manipulate objects in the
Canvas. To select a tool, click the 2D transform tools control in the
toolbar and, holding down the mouse button, choose a different
tool from the pop-up menu.
When you choose a 2D transform tool and then select a layer or
group, handles appear in the Canvas. Drag the handles to move
Select layers and groups
2D transform tools

or transform an object in the Canvas.
Tip: Press S to select the Select/Transform tool. To quickly cycle
through tools, press Tab. Press Shift-Tab to cycle through the
tools in reverse.
Some of the tools are activated automatically when specific layers
are selected. For example, the Edit Points tool is selected after
you create a complex shape or mask layer, so you can
immediately adjust the Bezier or B-Spline control points.
Icon Tool Description
Select/Transfor
m tool (arrow)
Activates
selection and
transform
controls in the
Canvas for the
selected object.
Scale objects by
dragging a
corner point;
rotate objects by
dragging the
center point.
This is the
default tool in
the 2D transform
tools pop-up
menu. See

.
Anchor Point
tool
Activates an
anchor point
control (the point
around which an
object scales or
rotates) in the
Canvas for the
selected object.
Modify the
anchor point by
dragging it to a
new position.
See
.
Drop Shadow
tool
Activates a drop
shadow control
in the Canvas for
the selected
object. Drag a
corner handle to
Change a layer’s
position, scale,
or rotation
Move a
layer’s anchor
point

change the
direction and
offset of an
object’s drop
shadow. (This
control doesn’t
move the
object.) See
.
Distort tool Activates shear
and distortion
handles in the
Canvas for the
selected object.
Drag a midpoint
handle to shear
two adjacent
corners at the
same time,
leaving the other
two corners
locked into
place; drag a
corner handle to
distort a corner,
leaving the other
Add
a drop shadow
to a layer

three corners
locked into
place. See
.
Crop tool Activates crop
handles in the
Canvas for the
selected object.
Drag the edge or
corner of the
object to crop
(hide) a portion
of the object.
See
.
Edit Points tool Activates points
and Bezier
handles in the
Canvas for
complex masks,
shapes, and
motion paths.
See
Distort or shear
a layer
Crop a
layer
Modify the
control points of

.
Edit Shape tool Activates points
and curvature
handles in the
Canvas for
simple shapes.
See
.
Transform Glyph
tool
Activates
handles in the
Canvas for
selected text
characters
(glyphs). See
.
Adjust Item tool Activates
handles in the
Canvas that
modify specific
parameters such
a shape or
mask
Draw simple
shapes
Transform text
glyphs and other
object attributes

as the amount or
angle of a
Directional Blur,
the shape of a
particle emitter,
or the start and
end points of a
gradient. See
.
Change a layer’s position, scale, or rotation
The Select/Transform tool is the default tool in Motion.
Clicking the Select/Transform tool activates Canvas controls to
adjust a layer’s position, scale, and rotation.
Transform text
glyphs and other
object attributes

Change a layer’s position in the Canvas
1. Select a layer in the Layers list or Canvas.
A bounding box appears around the selected layer in the
Canvas.
2. Click the Select/Transform tool in the toolbar (if it’s not already
selected).
By default, the Select/Transform tool is the active tool. If you
have another tool selected, such as a Mask or Shape tool,
pressing the S key returns you to the 2D transform tools.
3. Drag anywhere inside the selected layer’s bounding box in the
Canvas.
The image is moved to a new position in the Canvas, and the

values are updated in the Position parameter of the Properties
Inspector.
Resize a layer in the Canvas
1. Select a layer in the Layers list or Canvas.
A bounding box appears around the selected layer in the
Canvas.
2. Click the Select/Transform tool in the toolbar (if it’s not already
selected).
By default, the Select/Transform tool is the active tool. If you
have another tool selected, such as a Mask or Shape tool,
pressing the S key returns you to the 2D transform tools.
3. Do any of the following:
Resize width and height at the same time: Drag a corner
handle in the Canvas.
The width and height are resized independently, which
may change the aspect ratio (ratio of width to height) of the
image.

Resize width and height proportionally: Hold down the Shift
key while dragging a corner handle in the Canvas.
The aspect ratio (ratio of width to height) of the image
remains the same.
Resize either width or height: Drag the top or bottom

Resize either width or height: Drag the top or bottom
handle to modify height; drag the left or right handle to
modify width.
The width or height is resized independently of the other.
Resize around the anchor point: Hold down the Option key
while dragging any scale handle in the Canvas.
The layer rescales, but the anchor point of the layer
remains pinned to its position in the Canvas.
As you drag the scale handles, the new width and height
percentages appear in the status bar above the Canvas and are
updated in the Scale parameter of the Properties Inspector.

Note: Scaling the width or height of a layer by a negative value
reverses the image, flipping its direction.
Rotate a layer in the Canvas
The Select/Transform tool also activates a handle used to rotate
the image around its anchor point. For animation purposes,
Motion keeps track of the number of times you’ve rotated the
layer and stores this value in that layer’s Rotation parameter in the
Properties Inspector.
1. Select a layer in the Layers list or Canvas.
A bounding box appears around the selected layer in the
Canvas.
2. Click the Select/Transform tool in the toolbar (if it’s not already

selected).
By default, the Select/Transform tool is the active tool. If you
have another tool selected, such as a Mask or Shape tool,
pressing the S key returns you to the 2D transform tools.
3. Do one of the following:
Drag the rotation handle to rotate the layer.
Press Shift while you drag the rotation handle to constrain
the angle of the selected layer to 45-degree increments.
As you drag the rotation handle, the original angle of the layer
is indicated by a small circle that appears on a larger circle
surrounding the layer’s anchor point. Additionally, the status
bar shows you the new angle of rotation, and the value of the
Rotation parameter is updated in the Properties Inspector.

Move a layer’s anchor point
Selecting the Anchor Point tool activates Canvas controls to adjust
the point in a layer around which geometric transforms are
performed.
Layers rotate around the anchor point, but the anchor point also
affects resizing operations. For example, the default anchor point
for any layer is the center of the bounding box that defines the
layer’s edges. If you rotate a layer, it spins around this central
anchor point.
If you offset the anchor point, however, the layer no longer rotates
around its own center, but instead rotates around the new anchor
point.

Change the anchor point of a layer in the
Canvas
1. Select a layer in the Layers list or Canvas.
A bounding box appears around the selected layer in the
Canvas.
2. Click the 2D transform tools pop-up menu in the toolbar and,
holding down the mouse button, choose the Anchor Point tool.

In the Canvas, the selected layer’s anchor point appears as a
round target surrounded with three colored arrows
representing the X, Y, and Z coordinate axes. For more
information on coordinate axes, see
.
3. Do one of the following:
Drag the white circle to move the anchor point vertically or
horizontally.
Drag an arrow to move the anchor point along the
corresponding axis.
As you drag the anchor point, a line stretches from the
Transform layers in 3D
space

default position of the anchor point to its new position.
Additionally, the status bar shows you the anchor point’s
new coordinates and the delta (amount of change)
between the anchor point’s new and old positions, and the
Anchor Point parameter is updated in the Properties
Inspector.
Note: If the anchor point is close to the center or edges of the
layer, and both Snapping and Dynamic Guides are turned on,
the anchor point snaps to that location.
Add a drop shadow to a layer
Selecting the Drop Shadow tool enables Canvas controls to create
a drop shadow and modify its blur, angle, and distance from a
layer.
A drop shadow, by default, is a dark, translucent, offset shape
that falls behind a layer, as if a light were shining on the layer.
Drop shadows are the same size as the layer to which they’re
applied, although blurring a drop shadow might enlarge it
somewhat. Drop shadows create the illusion of depth, so the
foreground layer seems to pop out at the viewer. For this reason,
drop shadows are frequently used to create the impression of
space between two overlapping layers.

Add a drop shadow to a layer in the Canvas
1. Select a layer in the Layers list or Canvas.
A bounding box appears around the selected layer in the
Canvas.
2. Click the 2D transform tools pop-up menu in the toolbar and,
holding down the mouse button, choose the Drop Shadow
tool.

In the Canvas, a drop shadow bounding box appears around
the selected layer. By default, the drop shadow is hidden
behind the layer.
3. Drag inside the bounding box to set the distance and angle of
the shadow.
A shadow appears behind the layer, and the Drop Shadow
parameters are updated in the Properties Inspector.
Alternatively, you can add a drop shadow by selecting a layer,
then selecting the Drop Shadow activation checkbox in the
Properties Inspector. For more information, see
.
Adjust the blur of a drop shadow in the
Canvas
1. Select a layer in the Layers list or Canvas.
Properties
Inspector controls

A bounding box appears around the selected layer in the
Canvas.
2. Click the 2D transform tools pop-up menu in the toolbar and,
holding down the mouse button, choose the Drop Shadow
tool.
In the Canvas, a drop shadow bounding box appears around
the selected layer.
3. Drag a corner handle on the bounding box to adjust the blur of
the drop shadow.
The Drop Shadow parameters are updated in the Properties
Inspector.
Distort or shear a layer
Selecting the Distort tool activates Canvas controls to reposition a

layer’s corner points independently, and to shear (slant) its
midsection points horizontally or vertically.
Distort a layer in the Canvas
1. Select a layer in the Layers list or Canvas.
A bounding box appears around the selected layer in the
Canvas.
2. Click the 2D transform tools pop-up menu in the toolbar and,
holding down the mouse button, choose the Distort tool.
In the Canvas, a bounding box with eight handles appears
around the selected layer.

3. In the Canvas, drag any of the four corner handles to stretch
the layer into an irregular shape.
The Four Corner parameters are updated in the Properties
Inspector.
After you distort a layer, you can revert to the layer’s original
shape by deselecting the layer’s Four Corner checkbox in the
Properties Inspector. Doing so resets the shape of the layer
without resetting the shape you defined by dragging in the
Canvas.
Shear a layer in the Canvas
1. Select a layer in the Layers list or Canvas.
A bounding box appears around the selected layer in the
Canvas.

2. Click the 2D transform tools pop-up menu in the toolbar and,
holding down the mouse button, choose the Distort tool.
In the Canvas, a bounding box with eight handles appears
around the selected layer.
3. Drag any of the side handles or top and bottom handles to
shear (slant) the layer. The top and bottom handles shear the
layer horizontally. The left and right handles shear the layer
vertically.

The Four Corner parameters are updated in the Properties
Inspector.
Note: Shearing a layer using the Distort tool does not affect the
Shear parameter in the Transform area of the Properties
Inspector. Instead, the Distort tool modifies the Four Corner
parameters to simulate a Shear effect. You can still modify the
Shear parameter, effectively shearing the shear simulation for
interesting results.
Crop a layer
Selecting the Crop tool activates Canvas controls to resize the
borders of a layer.

Cropping lets you chop off any of the four edges of a layer to
eliminate parts you don’t want to see in your composition.
Common examples of layers you’d want to crop are video clips
with a black line or unwanted vignetting around the edges. The
crop operation can remove these undesirable artifacts. A layer
might also be cropped to isolate a single element of the image.
When you crop an imported image using the Crop tool (which
yields the same result as using the Crop controls in the layer’s
Properties Inspector), only the instance of that file is cropped. The
source image in the Media list is not cropped. To crop the source
image, you must select the layer in the Media list, then use the
Crop tools in the Media Inspector. For more information, see
.
Note: If you must isolate a more irregularly shaped layer, or you
want to create a border of a specific shape, see
.
Source media controls in the Media Inspector
Shapes, masks,
and paint strokes overview

Crop a layer in the Canvas
1. Select a layer in the Layers list or Canvas.
A bounding box appears around the selected layer in the
Canvas.
2. Click the 2D transform tools pop-up menu in the toolbar and,
holding down the mouse button, choose the Crop tool.
In the Canvas, a bounding box with eight crop handles
appears around the selected layer.
3. Do any of the following:
Crop one edge: Drag the top, left, right, or bottom handle.
Crop two adjacent edges: Drag a corner handle.
Maintain the same aspect ratio while cropping: Hold down
the Shift key and drag a handle.

The ratio between the layer’s width and height is
preserved.
Note: If a layer is modified with the Distort tool, the Crop
tool and its onscreen controls become disabled. However,
you can still crop a distorted layer by adjusting its Crop
parameter settings in the Properties Inspector.
The Crop parameters are updated in the Properties Inspector.
Move the crop area while keeping the
underlying image in place
Drag inside the crop area.
The crop area moves, allowing you to adjust the crop to a new
location without changing its size or shape.
Move the image while keeping the crop area
in place
Hold down the Command key while dragging inside the crop
area.
The crop area remains static, but the image underneath it
moves, allowing you to change the visible area of the layer.

Modify the control points of a shape or mask
Selecting the Edit Shape tool activates Canvas controls for
adjusting simple shapes and masks.
Selecting the Edit Points tool activates control points in the
Canvas for adjusting complex shapes and masks.
Modify a simple shape in the Canvas
1. After you create the simple shape or mask, click the 2D
transform tools pop-up menu in the toolbar and, holding down
the mouse button, choose the Edit Rectangle or Edit Ellipse
tool.

The shape or mask layer’s onscreen control points become
active.
2. In the Canvas, drag the control points to modify the shape of
the layer.
For information on creating and adjusting simple masks and
shapes, see and .
Modify a complex shape’s control points in
the Canvas
1. After you create the complex shape or mask, click the 2D
transform tools pop-up menu in the toolbar and, holding down
the mouse button, choose the Edit Points tool.
Note: You can also double-click the shape or Control-click
the layer, then choose Edit Points from the shortcut menu.
Draw simple shapes Draw simple masks

The layer’s control points become active.
2. In the Canvas, drag the control points (or the tangent handles
attached to each control point) to modify the shape.
For information on creating complex shapes, see
. For information on adjusting
complex shapes, see .
Transform text glyphs and other object
attributes
Selecting the Transform Glyph tool activates Canvas controls
(available only when a text layer is selected) to modify the position
and X, Y, or Z rotation for individual characters (glyphs) in a text
layer.
For information on using the Transform Glyph tool, see
.
Selecting the Adjust Item tool enables Canvas controls that allow
you to manipulate filters, replicators, generators, and other
objects.
For example, you can use the Adjust Item tool to adjust the center
point of a blur filter, the shape of a particle emitter, or the settings
of a gradient. For examples, see
Complex
shapes and masks overview
Edit control points overview
Text glyphs
overview
Use onscreen gradient controls

or .
Align layers in the Canvas
The Alignment submenu in the Object menu contains commands
that let you reposition any number of simultaneously selected
layers to align with one another in various ways. These commands
make it easy to organize a jumble of layers into an even layout.
In each operation, the left, right, top, and bottom of the selected
layers are defined by the bounding box that surrounds each layer.
The position of the anchor point is ignored.
Align layers in the Canvas with the Object
menu
Select the layers or groups you want to align, choose Object >
Alignment, then choose any of the following:
Align Left Edges: Layers are moved horizontally so their left
edges line up with the leftmost layer in the selection.
Align Right Edges: Layers are moved horizontally so their
Adjust a replicator using onscreen controls

Align Right Edges: Layers are moved horizontally so their
right edges line up with the rightmost layer in the selection.
Align Top Edges: Layers are moved vertically so their tops
line up with the topmost layer in the selection.
Align Bottom Edges: Layers are moved vertically so their
bottoms line up with the bottommost layer in the selection.
Align Far Edges: Layers are moved in Z space so their far
edges line up with the farthest layer in the selection.
Align Near Edges: Layers are moved in Z space so their
near edges line up with the closest layer in the selection.
Align Horizontal Centers: Layers are moved horizontally so
their centers line up along the center point between the
leftmost and rightmost layers in the selection.
Align Vertical Centers: Layers are moved vertically so their
centers line up along the center point between the topmost
and bottommost layers in the selection.
Align Depth Centers: Layers are moved in Z space so their
centers line up along the center point between the farthest
and nearest layers in the selection.
Distribute Lefts: Layers are moved horizontally so the left
sides of all layers are evenly distributed, from right to left,
between the leftmost and rightmost layers in the selection.
Distribute Rights: Layers are moved horizontally so the
right sides of all layers are evenly distributed, from right to
left, between the leftmost and rightmost layers in the
selection.
Distribute Tops: Layers are moved vertically so the tops of
all layers are evenly distributed, from top to bottom,

between the topmost and bottommost layers in the
selection.
Distribute Bottoms: Layers are moved vertically so the
bottoms of all layers are evenly distributed, from top to
bottom, between the topmost and bottommost layers in the
selection.
Distribute Far: Layers are moved in Z space so the far
edges of all layers are evenly distributed along the Z axis,
from closest to farthest, between the closest and farthest
layers in the selection.
Distribute Near: Layers are moved in Z space so the near
edges of all layers are evenly distributed along the Z axis,
from closest to farthest, between the closest and farthest
layers in the selection.
Distribute Horizontal Centers: Layers are moved
horizontally so the centers of all layers are evenly
distributed, from left to right, between the leftmost and
rightmost layers in the selection.
Distribute Vertical Centers: Layers are moved vertically so
the centers of all layers are evenly distributed, from top to
bottom, between the topmost and bottommost layers in the
selection.
Distribute Depth Centers: Layers are moved in Z space so
the centers of all layers are evenly distributed, from closest
to farthest, between the closest and farthest layers in the
selection.
Each of the above commands affects the Position parameter
of each layer.

Transform layers in the Inspector
Transform layers in the Properties Inspector
You can adjust layer properties using numeric controls in the
Properties Inspector. These controls let you make the same
adjustments afforded by the 2D transform tools, but with more
precision. Adjustments made in the Canvas are simultaneously
updated in the Inspector, and vice versa. The available controls
vary depending on the type of layer you select in the Layers list or
Canvas.
When the Project object (located at the top of the Layers list) is
selected, controls become available in the Properties Inspector
that allow you to modify the project’s background color, aspect

ratio, field rendering, motion blur, reflections, and other global
settings. For more information on project properties, see
.
Open the Properties Inspector
Do one of the following:
Click Inspector in the top-left corner of the Motion workspace,
then click Properties.
Choose Window > Inspector (or press F1), then click
Properties.
The Inspector opens. The preview area contains a visual
preview of the object and can show the multiple frames of
moving footage. The Inspector preview area is similar to the
File Browser and Library preview areas, but it has no Apply or
Import button.
Collapse or expand the pane containing the
Properties Inspector
Project
properties overview

Do one of the following:
Choose Window > Inspector (or press F1).
Click the “i” button in the lower-left corner of the Motion
workspace.
Show or hide a group of controls in the
Properties Inspector
Do one of the following:
Position the pointer over a row that contains a section name
(Transform or Blending, for example), then click Show or Hide.
Double-click the empty space in a row that contains a section
name.
Modify layer values in the Properties
Inspector

Do any of the following:
1. In the Layers list or Canvas, select a layer.
2. In the Properties Inspector, drag a slider or dial, choose an
item from a pop-up menu, select a checkbox, or enter a new
number in a value field.
Reset a layer value to its default state
In the Properties Inspector, do one of the following:
Click the Reset button beside a parameter category.
Click the Animation menu in a parameter row (the downward
arrow that appears when you move the pointer over the right
side of the row), then choose Reset Parameter.

For more information on how to use the parameter controls, see
. For a description of the
controls in the Properties Inspector, see
.
Properties Inspector controls
The Properties Inspector displays the following adjustable
parameters for most layers and groups:
Transform parameters
Position: Value sliders that define the X (horizontal), Y (vertical),
and Z (depth) positions of each layer.
Click the disclosure triangle next to the Position parameter to
reveal dials that adjust position around all three axes (X, Y,
and Z).
The coordinate system used by Motion specifies the center of
the Canvas as 0, 0, 0 regardless of the frame size of the
project. Moving a layer to the left subtracts from the X value,
while moving it to the right adds to the X value. Moving a layer
up adds to the Y value, and moving a layer down subtracts
from the Y value. Moving a layer closer adds to the Z value,
while moving a layer farther away subtracts from the Z value.
User color and gradient controls overview
Properties Inspector
controls

Each layer’s position is centered on its anchor point. Offsetting
the anchor point also offsets the position of the layer relative
to the X, Y, and Z position values you’ve set.
Rotation: A dial that controls a one-dimensional value
representing the number of degrees of rotation around the Z
axis. A positive value rotates the layer counterclockwise. A
negative value rotates the layer clockwise. Rotating a layer
beyond 360 degrees results in multiple rotations when the
Rotation parameter is animated.
Click the disclosure triangle next to the Rotation parameter to
reveal dials that adjust rotation around all three axes (X, Y,
and Z), as well as the Animate pop-up menu.
Animate: A pop-up menu that sets the interpolation for
animated 3D rotation channels to one of two options:
Use Rotation: The default interpolation method. Layer
rotates from its start angle to its final angle. Depending
on the animation, the layer might twist before reaching
its final orientation (the last keyframed value). For
example, if the X, Y, and Z Angle parameters are
animated from 0 degrees to 180 degrees in a project,
the layer rotates on all axes before reaching its final
orientation.
Use Orientation: This alternate interpolation method

Use Orientation: This alternate interpolation method
provides smoother interpolation but does not allow
multiple revolutions. Use Orientation interpolates
between the layer’s start orientation (first keyframe) to
its end orientation (second keyframe).
Note: The Rotation parameter must be keyframed for its
Animate parameter options to have any effect. For
information about keyframing, see .
For information about 3D rotation, see
.
Scale: A slider that controls the layer’s scale, relative to its
original size. By default, the horizontal and vertical scale of a
layer is locked to the layer’s original aspect ratio—represented
by a single percentage. Click the disclosure triangle to display
independent percentages for the X, Y, and Z scales of the
layer.
Note: Setting a layer’s scale to a negative value flips the
layer.
Shear: Value sliders that define the X and Y shear of the layer.
A layer with no shear has X and Y shear values of 0. Positive
values shear in one direction, while negative values shear in
the other.
Anchor Point: Value sliders that define the X and Y position of
the anchor point relative to the center of the layer.
Coordinates of 0, 0 center the anchor point in the bounding
box defining the outer edge of the layer. Click the disclosure
triangle to expose an additional value slider defining the Z
position.
Blending parameters
Keyframing overview
Transform layers in
3D space

Blending parameters
Opacity: A slider that sets the transparency of the layer. For
more information, see .
Blend Mode: A pop-up menu that sets the Blend Mode of the
layer. For more information, see .
Preserve Opacity: A checkbox that, when selected, renders
the layer visible only where another layer is visible behind it in
the composite. The front layer uses the opacity value of the
layer behind it. For more information, see .
Casts Reflections: A pop-up menu that determines whether a
layer casts a reflection. Choose from three options:
Yes: The layer is seen reflected in nearby reflective layers.
No: The layer is ignored by reflective surfaces.
Reflection Only: The layer becomes invisible, but appears
in reflective surfaces around it.
Note: Reflections are only visible when layers are in a 3D
group. For more information on 3D groups, see
.
Drop Shadow parameters
An activation checkbox to turn the drop shadow of a layer on and
off. When selected, additional controls become available:
Color: Color controls that set the drop shadow’s color. The
default color is black.
Opacity: A slider that sets the drop shadow’s transparency.
Blur: A slider that specifies the drop shadow’s softness.
Modify layer opacity
Layer blending overview
Modify layer opacity
About 2D
and 3D group properties

Blur: A slider that specifies the drop shadow’s softness.
Distance: A slider that sets how close or far a layer’s drop
shadow is to the layer. The farther away a drop shadow is, the
more distance there appears to be between the layer and
anything behind it in the composition.
Angle: A dial that lets you change the direction of the drop
shadow. Changing the Angle of the drop shadow changes the
apparent direction of the light casting the shadow.
Fixed Source: A checkbox that, when selected, renders the
drop shadow as if cast by a fixed light source, regardless of
camera or text movement.
Four Corner parameters
An activation checkbox to turn distorting on and off. If a layer is
distorted and this checkbox is deselected, the layer resumes its
original shape, although the distorted coordinates are maintained.
Reselecting the checkbox reenables the distort effect specified by
the Four Corner coordinate parameters.
When the Four Corner checkbox is selected, value sliders to
modify the X and Y coordinates of the layer’s four corner points
(Bottom Left, Bottom Right, Top Right, and Top Left) become
available. You can also control these parameters visually in the
Canvas using the Distort tool. For more information, see
.
Crop parameters
An activation checkbox to turn cropping on and off. If a layer is
2D
transform tools

cropped and this checkbox is deselected, the layer resumes its
original size, although the cropping values are maintained.
Reselecting the checkbox reenables the cropping effect specified
by the crop parameters.
Timing parameters
Value sliders to control all aspects of clip retiming. For more
information, see .
Lighting parameters
The Lighting parameter controls appear only when the parent
group is set to 3D.
Shading: A pop-up menu that sets how a layer responds to
lights in the scene. There are three options:
Inherited: The layer uses the shading value of its parent.
On: The layer can be lit.
Off: The layer ignores lights.
Highlights: A checkbox that, when selected, causes lit layers
to show highlights. This parameter has no effect if Shading is
set to Off. Click the disclosure triangle to reveal an additional
Shininess parameter.
Shininess: A slider that sets the strength of a layer’s highlights.
Higher values create a glossier appearance. This parameter is
disabled when the Highlights checkbox is deselected.
For more information, see .
Retime media overview
Add lights

Shadows parameters
The Shadows parameter controls appear only when the parent
group is set to 3D.
Cast Shadows: A checkbox that sets whether a shadow is
cast when a layer lies between a light source and another
layer.
Note: This parameter does not affect drop shadows.
Receive Shadows: A checkbox that controls whether
neighboring layers’ shadows affect the current layer. When
this checkbox is deselected, light affects the layer as if the
shadow-casting layer did not exist.
Shadows Only: A checkbox that, when selected, specifies that
a layer blocks light and casts a shadow, while the layer itself
does not appear in the scene.
For more information, see .
Reflection parameters
The Reflection parameter controls appear only when the parent
group is set to 3D. The Reflection parameter controls are not
available for 3D particle emitters, 3D replicators, or normal text
layers. However, the Reflection parameters are available for
flattened text, which is activated by the Flatten checkbox in the
Layout pane of the Text Inspector.
Reflectivity: A slider that controls the shininess of the layer’s
surface. When set to 0%, there’s no reflectivity. When set to
100%, the layer is totally reflective, like a mirror.
Blur Amount: A slider that controls how blurry the reflection
Shadows overview

Blur Amount: A slider that controls how blurry the reflection
appears, creating the appearance of soft focus due to the
surface quality of the reflecting layer.
Falloff: A checkbox that controls whether the reflection fades
with distance from the layer, producing a more realistic result.
Click the disclosure triangle to show additional controls that
adjust the falloff effect: Begin Distance, End Distance, and
Exponent. The Exponent slider adjusts how quickly the
reflection becomes fainter as reflected layers move away from
the reflecting layer.
Blend Mode: A pop-up menu that determines the blend mode
used for the reflection.
For more information, see .
Media parameters
The Media parameters (available when an image layer is selected)
contain a thumbnail of the current layer and the “To” pop-up
menu.
To: A pop-up menu that lets you choose another image layer
in your project to replace the current layer. The replaced
media remains in your project in the Media pane.
Timing parameters
Use the Timing controls to set the selected object’s In and Out
points, as well as the duration of the object.
SEE ALSO
Reflection controls

Transform layers in the HUD
Like the Inspector, the HUD (heads-up display) is contextual and
changes its controls based on the selected object. For example,
when you select an image layer, its HUD contains opacity, blend
mode, and drop shadow controls.
When you select a shape layer, its HUD contains additional
controls for adjusting fill, outline, width, feathering, and so on.
When you apply an effects object to a layer or group (a filter,
behavior, particle emitter, and so on), HUDs for effects also
become available. For more information, see the chapters in
Motion help covering those subjects.
Display a HUD
Do one of the following:
Select a layer or group, then choose Window > Show HUD (or
press F7).
Select a layer or group, then click the Show/Hide HUD button
Transform layers in the Properties Inspector

in the toolbar (to the right of the timing display).
Press D.
Switch between HUDs of a selected layer
Do one of the following:
Click the downward arrow in the HUD title bar to list all
possible HUDs that can be displayed for the selected object,
then choose the HUD to view from the pop-up menu.
Press D to cycle through all HUDs for the selected object. To
cycle the HUDs in reverse, press Shift-D.
The HUDs are cycled in the order in which the effects were
applied.
When you select multiple objects of the same type, a
combined HUD appears (with “Multiple Selection” displayed in
its title bar).

Jump to the Inspector from the HUD
Most of the time, the HUD displays a subset of the parameters
visible in the Inspector for the selected object. If you’re working in
the HUD, you can jump to the Inspector to access the remainder
of the controls for that object.
Click the Inspector icon (the “i”) in the upper-right corner of
the HUD.
The Inspector corresponding to the HUD appears.
Edit multiple objects at the same time in the
HUD
For simultaneous adjustment to work, the objects must be the
same (such as two Throw behaviors or two shapes).
1. In the Layers list or Canvas, select the objects (of the same
type) to modify.
2. In the HUD titled “Multiple Selected,” adjust the parameters.
Adjust opacity and blending
Modify layer opacity

The opacity and blending controls for each layer appear in the
Properties Inspector and in the default HUD for any selected
layer.
By stacking layers with varying opacities, you can merge images
together in ways not otherwise possible. For example, if you have
two full-screen background images you want to use together, you
can set the opacity of the layer in front to 50%, allowing the layer
in back to show through.
You can overlap as many layers as you want, and by varying their
opacities, selectively reveal layers in the back.
Change a layer’s opacity
Do one of the following:
1. In the Layers list or Canvas, select a layer.
2. Do one of the following:
In the Properties Inspector, adjust the Opacity slider (in the
Blending section).
In the HUD, adjust the Opacity slider.

Note: Some layers, such as text and shapes, have additional
opacity parameters in their respective panes in the Inspector. For
example, setting a shape’s Opacity value in the Properties
Inspector and setting its Opacity value in the Style Inspector
require separate controls that have multiplicative effects. In other
words, if Opacity is set to 50% in the Properties Inspector, then
set to 50% in the Style pane of the Shape Inspector, the resulting
opacity for the text is 25%.
Limit the visibility of overlapping layers
The Preserve Opacity checkbox in the Properties Inspector lets
you limit a layer’s visibility to areas of the Canvas where the layer
overlaps nontransparent regions of other layers.
With a layer (the dolphin image in this example) selected in the
Canvas or Layers list, select the Preserve Opacity checkbox in
the Properties Inspector.
The only area of the layer visible is the area that overlaps the
layer behind it.

At first, this might not appear to be very exciting, but the Preserve
Opacity checkbox can be used in combination with the Opacity
and Blend Mode controls to create some very interesting effects.
Note: The layer with the enabled Preserve Opacity parameter
takes the opacity value of the layer beneath it in the composite
stack.
Preserve Opacity is an easy way to selectively reveal part of a
layer. In this example, by setting the blend mode of the top color
wash layer to Exclusion, you get the resulting image:
By selecting the Preserve Opacity checkbox for the color wash
layer on top, only the overlapping parts are displayed, and the
superimposed image only affects the Dolphin layer.

Layer blending
Layer blending overview
While the Opacity parameter defines a uniform level of
transparency for a layer, the blend modes allow you many more
creative options to control how the overlapping images interact,
based on the colors in each layer. By default, each layer’s blend
mode is set to Normal, so changes to a layer’s opacity uniformly
affect every part of the image equally.
Blend modes can create transparency in a layer regardless of the
setting of its Opacity parameter. This is because the pixels of an
image with a selected blend mode are combined with the pixels of
any layers lying immediately below in the Canvas. For example, if
you overlap two layers, then set the blend mode of the top one to
Screen, the darker areas of the screened image become
transparent, while the lighter areas remain more solid, resulting in
the following image:

Important: The transparency created by most of the available
blend modes only affects how a layer combines with overlapping
layers underneath. These blend modes do nothing to affect a
layer’s alpha channel. For information about blend modes that do
affect a layer’s alpha channel, see
.
Each blend mode combines layers in different ways. For example,
setting the top layer’s blend mode to Multiply yields a result
opposite to that of the Screen blend mode, as the darker areas of
the image remain solid, and the lighter areas become transparent.
Blend modes only affect the combination of a layer with the layers
below it. Any layers appearing above have no effect on this
interaction, even if the layer is transparent. In the following
example, the text layers on the top level have no effect on the
Blend modes that manipulate
alpha channels

blended images below.
For overlapping layers with different blend modes, the
bottommost pair of layers is combined first, and that combination
then interacts with the next layer up, and so on until all
overlapping layers are combined for the final image. In this case,
each layer with a specified blend mode only interacts with the
image below it, whether that image is a single layer or a pair of
layers blended together.
Each of Motion’s blend modes works in conjunction with the
Opacity parameter to alter the interaction between the foreground
and background layers. Adjusting a layer’s opacity lessens the
blending effect assigned to it, even as it reduces that layer’s
visibility, allowing you to customize any blend mode to better suit
your needs.
Blend modes only affect overlapping layers, and have no
interaction with your project’s background color (unless the
background is set to Environment). If you specify a blend mode
for a layer that doesn’t overlap anything, that layer remains as it
was before.
SEE ALSO

Change a layer’s blend mode
You can change a layer’s blend mode in several ways.
Modify a layer’s blend mode
With a layer selected, do one of the following:
In the HUD, click the Blend Mode pop-up menu, then choose
a different mode.
In the Properties Inspector, click the Blend Mode pop-up
menu, then choose a different mode.
Choose Object > Blend Mode, then choose a different mode
from the submenu.
Control-click a layer in the Canvas, Layers list or Timeline, then
choose Blend Mode and a different mode from the shortcut
menu.
In the Layers list, display the Blend Mode column (choose
View > Layers Columns > Blend Mode), then click a layer’s
Blend Mode pop-up menu and choose a different mode.
Change a layer’s blend mode
How do blend modes work?
How do blend modes affect groups?
Types of blend modes
Blend modes that manipulate alpha channels

How do blend modes work?
Each blend mode presents a different method of combining
(compositing) two or more images. Blend modes work in addition
to a layer’s alpha channel and opacity parameter.
To understand the descriptions of each blend mode in this
chapter, it’s important to understand that blend modes mix colors
from overlapping images based on the brightness values in each
color channel in an image. Every image consists of a red, green,
and blue channel, and sometimes an additional alpha channel.
Each channel contains a range of brightness values that define
the intensity of each pixel in the image that uses some of the
channel’s color.
The effect that each blend mode has on overlapping layers
depends on the range of color values in each layer. The red,
green, and blue channels in each overlapping pixel are
mathematically combined to yield the final image.
These value ranges can be described as blacks, midrange values,
or whites. These regions are loosely illustrated by the chart below.
For example, the Multiply blend mode renders white color values
in an image transparent, while black values are left alone. All
midrange color values become translucent, with colors in the
lighter end of the scale becoming more transparent than the

colors in the darker end of the scale.
How do blend modes affect groups?
Blend modes work differently depending on whether they’re used
with groups or layers. One blend mode—Pass Through—is
available only for groups.
Pass Through
When a group is set to Pass Through (the default blend mode for
groups), each layer in the group is blended with all layers and
groups that appear underneath it in the Layers list—including
layers in other groups. In the following example, the Swirls layer is
set to Stencil Luma, and the Fishes layer is set to Add.
With the enclosing group set to Pass Through, the Swirls layer
stencils all other layers underneath it, including the Gradient layer
in the bottom group. The result is that all layers are stenciled
against the background color. The Fishes layer is likewise added

to the combined stack of layers.
Normal
When a group is set to Normal, the layers nested in that group are
blended with layers underneath them in the same Group. Layers
nested in the group do not blend with layers in other groups
beneath them in the Layers list. In the following example, the
Fishes and Swirls layers in the topmost group are blended only
with themselves when the topmost group is set to Normal.
The Gradient layer in the bottom group is left unaffected, although

the transparency in the top group caused by the combination of
the Add and Stencil Luma blend modes reveals the gradient in the
background.
Other blend modes
When you set a group to any other available blend mode, the
following happens:
The layers in that group are blended according their own
blend modes.
The resulting composite of all layers in that group is then
blended with other groups lower in the Layers list, according
to the selected blend mode for the original group.
In the example cited above, when the topmost group is set to
Multiply, the composite of the Added Fishes and the Stenciled
Swirls layers is multiplied with the Gradient layer in the
bottommost group.

Types of blend modes
The following section describes how blend modes cause layers to
combine to create different results. The blend modes are
presented in the order in which they appear in the Blend Mode
pop-up menu, arranged into groups of modes that create similar
results.
Most of the examples in this section are created by combining the
following two reference images:
The resulting image illustrates how differently the color values from
each image interact under each blend mode. When examining the
results, pay attention to the white and black areas of the colored
squares, as well as to the highlights and shadows in the
chimpanzee image. These show you how each blend mode treats

the whites and blacks in an image. The other brighter and darker
colors serve to illustrate each blend mode’s handling of
overlapping midrange color values. The yellow, red, pink, and blue
squares, in particular, all have very different color and luminance
values that contrast sharply from example to example.
Important: Depending on the blend mode, layer and group
ordering may or may not be important. Some blend modes
behave differently depending on which image is on top.
Normal blend mode
The default blend mode for layers. In a layer set to Normal, any
transparency is caused by the Opacity parameter or by an alpha
channel.
Darkening blend modes
The following blend modes tend to create a result darker than
either of the original images:
Subtract: Darkens all overlapping colors. Whites in the
foreground image go black, while whites in the background
image invert overlapping color values in the foreground image,
creating a negative effect. Blacks in the foreground image
become transparent, while blacks in the background image
are preserved. Overlapping midrange color values are
darkened based on the color of the background image. In
areas where the background is lighter than the foreground, the
background image is darkened. In areas where the
background is darker than the foreground, the colors are

inverted. The order of two layers affected by the Subtract
blend mode is important.
Darken: Emphasizes the darkest parts of each overlapping
image. Whites in either image allow the overlapping image to
show through completely. Lighter midrange color values
become increasingly translucent in favor of the overlapping
image, while darker midrange color values below that
threshold remain solid, retaining more detail. The order of two
layers affected by the Darken blend mode does not matter.
The Darken blend mode is useful for using one image to
texturize another selectively, based on its darker areas. You
can also use Screen, Color Burn, and Linear Burn for
variations on this effect.

Multiply: Like Darken, Multiply emphasizes the darkest parts of
each overlapping image, except that midrange color values
from both images are mixed together more evenly.
Progressively lighter regions of overlapping images become
increasingly translucent, allowing whichever image is darker to
show through. Whites in either image allow the overlapping
image to show through completely. Blacks from both images
are preserved in the resulting image. The order of layers
affected by the Multiply blend mode does not matter.
The Multiply blend mode is useful in situations where you want
to knock out the white areas of a foreground image and blend
the rest of the image with the colors in the background. For
example, if you superimpose a scanned sheet of handwritten
text over a background image using the Multiply blend mode,
the resulting image becomes textured with the darker parts of
the foreground.

Color Burn: Intensifies the dark areas in each image. Whites in
the background image replace the foreground image, while
whites in the foreground image become transparent. Midrange
color values in the background image allow midrange color
values in the foreground image to show through. Lighter
midrange color values in the background image allow more of
the foreground image to show through. Darker midrange
values in all visible overlapping areas are then mixed together,
resulting in intensified color effects. The order of two layers
affected by the Color Burn blend mode is important.
Linear Burn: Similar to Multiply, except that darker overlapping
midrange color values are intensified, as with Color Burn.
Progressively lighter color values in overlapping images
become increasingly translucent, allowing darker colors to
show through. Whites in either image allow the overlapping
image to show through completely. The order of two layers
affected by the Linear Burn blend mode does not matter.

Lightening blend modes
The following blend modes tend to create a lighter result than
either of the original images.
Add: Emphasizes the whites in each overlapping image and
lightens all other overlapping colors. The color values in every
overlapping pixel are added together. The result is that all
overlapping midrange color values are lightened. Blacks from
either image are transparent, while whites in either image are
preserved. The order of two layers affected by the Add blend
mode does not matter.
The Add blend mode is useful for using one image to
selectively texturize another, based on its lighter areas such
as highlights. You can also use Lighten, Screen, Color Dodge,
and Linear Dodge to create variations of this effect.

Lighten: Emphasizes the lightest parts of each overlapping
image. Every pixel in each image is compared, and the lightest
pixel from either image is preserved, so the final image
consists of a dithered combination of the lightest pixels from
each image. Whites in both images show through in the
resulting image. The order of two layers affected by the
Lighten blend mode does not matter.
Screen: Like Lighten, Screen emphasizes the lightest parts of
each overlapping image, except that the midrange color
values of both images are mixed together more evenly. Blacks
in either image allow the overlapping image to show through
completely. Darker midrange values underneath a specific
threshold allow more of the overlapping image to show.
Whites from both images show through in the resulting image.
The order of two layers affected by the Screen blend mode
does not matter.

The Screen blend mode is useful for knocking out the blacks
behind a foreground subject, instead of using a Luma Key. It’s
mainly useful when you want the rest of the foreground
subject to be mixed with the background image, based on its
brightness. It’s good for glow and lighting effects and for
simulating reflections. You can also use the Add, Lighten, and
Color Dodge blend modes to create variations of this effect.
Color Dodge: Preserves whites in either the foreground or
background image. Blacks in the background image replace
the foreground image, while blacks in the foreground image
become transparent. Midrange color values in the background
image allow midrange color values in the foreground image to
show through. Darker values in the background image allow
more of the foreground image to show through. All overlapping
midrange color values are mixed together, resulting in
interesting color mixes. Reversing the two overlapping images
results in subtle differences in how the overlapping midrange
color values are mixed together.

Linear Dodge: Similar to Screen, except that lighter midrange
color values in overlapping regions become intensified. Blacks
in either image allow the overlapping image to show through
completely. Whites from both images show through in the
resulting image. The order of two layers affected by the Linear
Dodge blend mode does not matter.
Complex blend modes
The following blend modes create results by applying a
combination of effects, based on the original images. Each mode
can create a variety of results depending on the specific values of
the images being mixed together. Some of these modes are
designed to simulate the effect of shining a light through the top
layer, effectively projecting upon the layers beneath it.
Overlay: Causes whites and blacks in the foreground image to
become translucent and interact with the color values of the

background image, causing intensified contrast. Whites and
blacks in the background image replace the foreground
image. Overlapping midrange values are mixed together
differently depending on the brightness of the background
color values. Lighter background midrange values are mixed
by screening. Darker background midrange values are mixed
by multiplying. The visible result is that darker color values in
the background image intensify the foreground image, while
lighter color values in the background image wash out
overlapping areas in the foreground image. The order of two
layers affected by the Overlay blend mode is important.
The Overlay blend mode is useful for combining areas of vivid
color in two images.
Soft Light: Similar to the Overlay blend mode, makes whites
and blacks in the foreground image translucent. However, the
translucent whites and blacks continue to interact with the
color values of the background image. Whites and blacks in
the background image replace the foreground image. All

overlapping midrange color values are mixed together,
creating a more even tinting effect than the Overlay blend
mode. The order of two layers affected by the Soft Light blend
mode is important.
The Soft Light blend mode is useful for softly tinting a
background image by mixing it with the colors in a foreground
image.
Hard Light: Causes whites and blacks in the foreground image
to block the background image. Whites and blacks in the
background image interact with overlapping midrange color
values in the foreground image. Overlapping midrange color
values are mixed together differently depending on the
brightness of the background color values. Lighter
background midrange values are mixed by screening. Darker
background midrange values are mixed together by
multiplying. The visible result is that darker color values in the
background image intensify the foreground image, while lighter
color values in the background image wash out overlapping

areas in the foreground image. The order of two layers
affected by the Hard Light blend mode is important.
Vivid Light: Similar to the Hard Light blend mode, with two
exceptions: Vivid Light mixes midrange color values together
more intensely, and preserves whites and blacks from either
overlapping image in the end result. (Dithering can cause
overlapping areas of solid white and solid black.) Overlapping
midrange color values are mixed together differently
depending on the brightness of the background color values.
Lighter midrange values become washed out, while the
contrast of darker midrange color values is increased. The
overall effect is more pronounced than with the Hard Light
blend mode. Reversing the two overlapping images results in
subtle differences in how the overlapping midrange color
values are mixed together.
Linear Light: Similar to the Hard Light blend mode, except that

overlapping midrange color values are mixed together with
higher contrast. Whites and blacks in the foreground image
block the background image. Whites and blacks in the
background image interact with overlapping midrange color
values in the foreground image. Overlapping midrange color
values are mixed together. Lighter background colors brighten
the foreground image, while darker colors darken it. The order
of two layers affected by the Linear Light blend mode is
important.
Pin Light: Similar to the Hard Light blend mode, except that
overlapping midrange color values are mixed together
differently based on their color value. Whites and blacks in the
foreground image block the background image. Whites and
blacks in the background image interact with overlapping
midrange color values in the foreground image. The methods
used by the Pin Light blend mode to mix two images are
somewhat complex. Overlapping midrange color values are
treated differently depending on which of the four regions of
the luminance chart they fall into:
Lighter and darker areas of the foreground image falling
close to the whites and blacks are preserved.
Areas of the foreground image falling near the center of the
midrange are tinted by the background color.
Darker areas of the foreground image between the blacks

Darker areas of the foreground image between the blacks
and center of the midrange are lightened.
Lighter areas of the foreground image between the whites
and the center of the midrange are darkened.
The result might appear alternately tinted or solarized,
depending on the lightness or darkness of the overlapping
values. This blend mode lends itself to more abstract effects.
The order of two layers affected by the Pin Light blend mode
is important.
Hard Mix: Similar to the Hard Light blend mode, except that
the saturation of overlapping midrange color values is
intensified, resulting in extremely high-contrast images. Whites
and blacks are preserved. Although the order of two layers
doesn’t affect the overall look of two images blended using the
Hard Mix blend mode, there might be subtle differences.

Inversion blend modes
The following two blend modes create results that often appear to
resemble aspects of a photographic negative of the selected
layer.
Difference: Similar to the Subtract blend mode (in the
Darkening category), except that areas of the image that
would be severely darkened by the Subtract blend mode are
colorized differently. The order of two layers affected by the
Difference blend mode does not matter.
Exclusion: Similar to the Difference blend mode, except that
the resulting image is lighter overall. Overlapping areas with
lighter color values are lightened, while darker overlapping
color values become transparent. The order of two layers
affected by the Exclusion blend mode does not matter.
Blend modes that manipulate alpha channels
The Stencil and Silhouette blend modes let you use a single
layer’s alpha channel or luma values to isolate regions of
background layers and groups. (Similar effects can be
accomplished using shape and image masks. In addition, masks
might provide you with a greater degree of control, depending on
your needs. For more information, see
.)
Stencil modes crop out all non-overlapping parts of layers
underneath the layer used as the stencil. Silhouette modes do the
opposite, punching holes in overlapping layers underneath in the
shape of the layer used as the silhouette.
When working in a 3D group, changes in depth order affect the
Stencil and Silhouette blend modes differently. For example, if you
have two layers in a 3D group and the upper layer is set to Stencil
Alpha or Stencil Luma, the blend mode remains in effect when the
upper layer is moved behind the lower layer in Z space. If you
have two layers in a 3D group and the upper layer is set to
Silhouette Alpha or Silhouette Luma, the blend mode does not
remain in effect when the upper layer is moved behind the lower
layer in Z space.
When you use the Stencil or Silhouette blend modes in a group
set to the Pass Through blend mode, the resulting effect carries
down through every layer in every group that lies underneath it in
the Layers list, unless the group that contains it is . This
is a powerful, but not always desired effect, because it prevents
you from placing a background group to fill the transparent area.
You can limit the Stencil or Silhouette blend mode to affect only
those layers in the same enclosing group by setting the group’s
blend mode to anything other than Pass Through. For example, if
you set the enclosing group of the two layers in the Silhouette
Shapes, masks, and paint
strokes overview
rasterized

Alpha example to Normal, then add a group underneath
containing additional layers, those layers show through the
transparent areas created by the silhouetted group.
The following blend modes modify the alpha channel of the layer
to which the blend mode is applied:
Stencil Alpha: Uses the alpha channel of the affected layer to
crop out all non-overlapping parts of layers and groups
underneath it in the Layers list.
Stencil Luma: Does the same thing as the Stencil Alpha blend
mode, but uses the affected layer’s luma value to define
transparency. Stencil Luma is useful if the layer you want to
use for cropping has no alpha channel of its own.
Silhouette Alpha: The reverse of the Stencil Alpha blend mode,
useful for cutting holes in underlying layers.

Silhouette Luma: The reverse of Stencil Luma.
Behind: Forces the layer to appear behind all other layers and
groups, regardless of its position in the Layers list and
Timeline. If multiple layers or groups are set to Behind, they
appear behind all other groups not set to Behind, in the order
in which they appear in the Layers list.
Alpha Add: Works similarly to the Add blend mode, but
instead of adding the color channels of overlapping layers, it
adds their alpha channels together. Try using this blend mode
instead of Motion’s default method of alpha channel
compositing for a different treatment of overlapping areas of
translucency.
Light Wrap: Takes bright areas from the background layer at
the edge of the matte and blurs them into the foreground
layer. This is intended to create a more organic, seamless
composite, where light from the background appears to bleed
onto the foreground layer as would occur in a natural,
noncomposited image. To adjust the parameters that affect
the Light Wrap, such as Amount, Intensity, Opacity, and
Mode, apply the Keyer filter and make those adjustments in
the Filters Inspector. For more information, see
.
Note: Motion applies the Light Wrap effect at the end of the
rendering process. When you add other filters to the layer,
Keyer filter
controls

such as color correction effects, they are rendered before the
Light Wrap.
View and navigate in the Canvas
Zoom or pan the Canvas
You can zoom in on the Canvas to allow precision alignment and
placement of objects, and you can zoom out to get a sense of the
big picture or to see the path of a moving object. You can also
pan the Canvas to modify your view of a composition. Zooming
and panning does not change the size or layout of the images in
your project. It only changes your working view of the entire
composition.
Zoom using the Zoom tool
1. In the toolbar, click the view tools pop-up menu, then choose
the Zoom tool.
Zoom mode is activated in the Canvas.
2. Do one of the following:
Click in the Canvas to zoom in.

Click in the Canvas to zoom in.
Press Option and click in the Canvas to zoom out.
Drag right or left in the Canvas to smoothly zoom in or out.
Zoom using other methods
Do any of the following:
Click the Zoom Level pop-up menu at the top-right side of the
Canvas, then choose a zoom percentage.
Holding down the Space bar and Command key (in that
order), drag the pointer horizontally in the Canvas. The zoom
occurs around the spot clicked in the Canvas.
On a Multi-touch device, Pinch closed to zoom out or pinch
open to zoom in. After you zoom in, use a two-finger swipe in
any direction to scroll around.
Zoom a specific area of the Canvas

Zoom a specific area of the Canvas
Zoom in: Holding down the Space bar and Command key (in
that order), drag the pointer over an area in the Canvas; while
still holding down the keys, click in the Canvas to zoom in 50
percent increments of the current zoom level.
Zoom out: Holding down the Space bar, Command key, and
Option key (in that order), click in the Canvas to zoom out in 50
percent increments of the current zoom level.
Note: To pan the Canvas without selecting the Pan tool, hold
down the Space bar and drag in the Canvas.
Zoom to make the project fill the Canvas
Click the Zoom Level pop-up menu, then choose Fit.
Pan using the Pan tool
1. In the toolbar, click the view tools pop-up menu, then choose
the Pan tool.

Pan mode is activated in the Canvas.
2. Drag in the Canvas to move your composition in different
directions.
Pan using a keyboard shortcut
Holding down the Space bar, drag the pointer in the Canvas.
Reset the Canvas Zoom level or Pan
Do one of the following:
Click the Zoom Level pop-up menu at the top-right side of the
Canvas, then choose 100%.

In the toolbar, double-click the Zoom tool.
Note: Double-clicking the Pan tool resets pan, but not zoom.
View dynamic Canvas feedback
The status bar at the top-left side of the Canvas shows
information about layer transforms, color, coordinates, and
playback frame rate—dynamically, as you modify layers.
Turn display of the status bar on or off
1. Type Command-Comma to open Motion Preferences.
2. In the Appearance pane of Motion Preferences, select or
deselect the Dynamic Tool Info checkbox.
When you select Dynamic Tool Info, the status bar appears
above the Canvas whenever you adjust a layer by dragging in
the Canvas. For example, when you scale an object in the
Canvas, the width and height values are displayed in the
status bar.
Display pixel color

Some motion graphics projects require you to match or align
colors in your project. The status bar can provide visual and
numeric information about the color of the pixel under the pointer,
as well as the value of the alpha channel. No clicking is necessary
—as you move the pointer over the Canvas, the status bar
updates.
1. In the Appearance pane of Motion Preferences, select the
Color checkbox.
2. Choose a color format from the Display Color As pop-up
menu:
RGB: The red, green, blue, and alpha components of the
color are represented in values from 0–1. Super-white
values can exceed the 0–1 value range.
RGB (percent): The red, green, blue, and alpha
components of the color are represented in values from 1–
100.
HSV: The hue is represented in values from 1–360, and the
saturation and value (luminance) are represented in values
from 1–100.
3. Move the pointer over the Canvas.
The color information displayed in the status bar updates as
you move the pointer.
Display the current pointer position
For precise placement of objects in the Canvas, it can be helpful

to know the exact pixel position of the pointer. The status bar can
display this information in an X and Y coordinate system
(Cartesian). The center point of the Canvas is 0, 0.
In the Appearance pane of Motion Preferences, select the
Coordinates checkbox.
When you move the pointer in the Canvas, the coordinate
information updates in the status bar.
Display playback frame rate
Part of the way Motion plays back a project in real time is by
lowering the frame rate when a sequence is too complex to
render at full speed. You can monitor the current frame rate—in
frames per second (fps)—in the status bar.
Note: The frame rate appears in the status bar only while a
project is playing.
In the Appearance pane of Motion Preferences, select the
“Frame rate (only during playback)” checkbox.
When you play the project, the frame rate appears in the
upper-left corner of the status bar.
Custom Canvas view options

The pop-up menus in the top-right side of the Canvas let you
customize various view settings, including zoom level, color
channels, rendering options, overlay options, and 3D view layouts.
Zoom Level pop-up menu
Choose any of several default zoom levels. Zooming the Canvas
changes the current view of the window, not the size of the
images in your project. For more information, see
.
Channels pop-up menu
Choose which color channels are displayed in the Canvas:
Color: Shows the image as it would appear on a video
monitor. Visible layers appear in natural color and transparent
areas reveal the background color as set in the Properties
Inspector for the project. The background color is black by
default. To change it, press Command-J, then choose a color
from the Background Color control in the Properties Inspector.
Note: The Background pop-up menu in the Properties
Inspector must be set to Solid to export the background color
with the project. This option creates a solid alpha channel on
export (when exporting using a codec that supports alpha
channels). When the Background pop-up menu is set to
Transparent, the color is visible in the Canvas, but does not
Zoom or pan the
Canvas

render as part of the alpha channel.
Transparent: Shows the background area of the Canvas as
transparent. A checkerboard pattern appears by default
where no images block the background.
Alpha Overlay: Displays the image in normal color, but adds a
red highlight over transparent areas of the image.
RGB Only: Displays the normal mix of red, green, and blue
channels but displays transparent areas (including
semitransparent areas) as opaque.
Red: Displays only the red channel as a range of black to
white.
Green: Displays only the green channel as a range of black to
white.
Blue: Displays only the blue channel as a range of black to
white.
Alpha: Displays the alpha (transparency) channel of the layers
in the Canvas.
Inverted Alpha: Displays an inverted view of the alpha
(transparency) channel.
Overexposure: Displays the overexposed areas of the
composition. Luminosity values above 1.0 (out of gamut) are
indicated by a red-and-white crosshatch pattern. Values
above 2.0 appear solid red. You can use the
to limit the range of luminance or chrominance in an
image to the broadcast legal limit.
Render menu
Broadcast Safe
filter

Render menu
Choose the render quality and resolution of the Canvas display,
and enable or disable features that can impact playback
performance. When an option is active, a checkmark appears
beside the menu item. If a complex project is causing your
computer to play at a very low frame rate, you can make changes
in this menu to reduce the strain on the processor. This frees you
from waiting for the image to be rendered at full resolution each
time you make an adjustment, allowing you to watch complex
projects at high frame rates while you work.
The Render pop-up menu displays the following items:
Dynamic: Reduces the quality of the image displayed in the
Canvas during playback or scrubbing in the Timeline or mini-
Timeline, allowing for faster feedback. Also reduces the quality
of an image as it is modified in the Canvas. When playback or
scrubbing is stopped, or the modification is completed in the
Canvas, the image quality is restored (based on the Quality
and Resolution settings for the project).
Full: Displays the Canvas at full resolution (Shift-Q).
Half: Displays the Canvas at half resolution.
Quarter: Displays the Canvas at one-quarter resolution.
Draft: Renders objects in the Canvas at a lower quality to
allow optimal project interactivity. There’s no anti-aliasing.
Normal: Renders objects in the Canvas at a medium quality.
Shapes are anti-aliased, but 3D intersections are not. Floating-
point (32-bit) footage is truncated to 16-bit. This is the default
setting.
Best: Renders objects in the Canvas at best quality, which

includes higher-quality image resampling, anti-aliased
intersections, anti-aliased particle edges, and sharper text.
Custom: Allows you to set additional controls to customize
rendering quality. Choosing Custom opens the Advanced
Quality Options dialog. For more information, see
.
Lighting: Turns the effect of lights in a project on or off. This
setting does not turn off lights in the Layers list (or light scene
icons), but it disables light shading effects in the Canvas.
Shadows: Turns the effect of shadows in a project on or off.
Reflections: Turns the effect of reflections in a project on or
off.
Depth of Field: Turns the effect of depth of field in a project on
or off.
Motion Blur: Enables/disables the preview of motion blur in the
Canvas. Disabling motion blur may improve performance.
Note: When creating an effect, title, transition, or generator
template for use in Final Cut Pro X, the Motion Blur item in the
View pop-up menu controls whether motion blur is turned on
when the project is applied in Final Cut Pro. For more
information, see .
Field Rendering: Enables/disables field rendering. Field
rendering is required for smooth motion playback on many TV
monitors. Field rendering nearly doubles rendering time, so
disabling this item may improve performance.
Note: When creating an effect, title, transition, or generator
template for use in Final Cut Pro, the Field Rendering setting in
the View pop-up menu does not control whether field
Advanced
Quality settings
Final Cut Pro templates overview

rendering is applied in Final Cut Pro. Rather, field rendering is
controlled in the Properties Inspector for the project. (Press
Command-J to open the Properties Inspector.) When Field
Order is set to anything other than None, field rendering is
used in Final Cut Pro, regardless of the Field Rendering status
in the View pop-up menu.
Frame Blending: Enables/disables frame blending in the
Canvas. Frame blending can smooth the appearance of video
frames by interpolating the pixels between adjacent frames to
create a smoother transition.
View and Overlay pop-up menu
Choose layout guides and controls that can be viewed in the
Canvas. When an option is active, a checkmark appears beside
the menu item. (Many of these menu options are also available in
the View menu in the menu bar.)
The View and Overlay pop-up menu displays the following items:
Show Overlays: Enables or disables the display of rulers,
grids, guides, and other layout overlays in the Canvas. This
setting must be on to view any other overlay items. To turn the
camera overlays on or off, use Show 3D Overlays.
Note: You can also press Command-Slash (/).
Rulers: Turns display of the rulers along the edge of the
Canvas on or off. You can specify where the rulers appear in
the Canvas pane (Alignment section) of Motion Preferences.
For more information, see
.
Note: You can also press Shift-Command-R.
Manage layout with rulers and
guides

Note: You can also press Shift-Command-R.
Grid: Turns a grid display on and off over the Canvas. You can
set the spacing and color of the grid in the Canvas pane
(Alignment section) of Motion Preferences.
Note: You can also press Command-Apostrophe (‘).
Guides: Turns display of manually created guides on and off.
Guides can only be created if rulers are displayed. You can
change the color of the guides in the Canvas pane (Alignment
section) of Motion Preferences.
Note: You can also press Command-Semicolon (;).
Dynamic Guides: Turns display of automatic dynamic guides
on and off. These guides appear when dragging a layer past
edges of other layers when snapping is enabled (choose View
> Snap). You can change the color of dynamic guides in the
Canvas pane (Alignment section) of Motion Preferences.
Note: You can also press Shift-Command-Colon (:).
Safe Zones: Turns display of the title safe and action safe
guides on and off. By default, these guides are set at 80%
and 90%. You can change these settings and the color of the
guides in the Canvas pane (Zones section) of Motion
Preferences.
Note: You can also press the Apostrophe key (‘).
Film Zone: Turns display of film aspect ratio guides on and off.
This can be helpful if you are creating a project for videotape
to be transferred to film. You can change the size of the
guides as well as their color in the Canvas pane (Zones
section) of Motion Preferences.
Note: You can also press Shift-Quotation Mark (”).

Note: You can also press Shift-Quotation Mark (”).
Handles: Turns display of object handles in the Canvas on and
off. Some onscreen transformations, such as resizing, require
visible object handles. Handles appear only on selected
objects.
Lines: Turns display of lines that outline an object on and off.
Lines appear only on selected objects.
Animation Path: Turns animation paths on and off. These
editable paths indicate the route along which animated objects
travel. If the selected object is not positionally animated, this
command does not appear to have any effect. If handles are
not displayed, the path curves cannot be adjusted in the
Canvas. Except for the Motion Path behavior, animation paths
created by behaviors are for display only and are not editable.
Show 3D Overlays: Turns 3D overlays in the Canvas on and
off, including Camera overlays, 3D view tools, 3D compass,
inset view, 3D grid, and 3D scene icons. (3D overlays appear
in projects that contain 3D groups. See .)
Note: You can also press Option-Command-Slash (/).
3D View Tools: Turns the Camera menu and 3D view tools in
the Canvas on and off. See .
Compass: Turns the 3D compass in the Canvas on and off.
Using red, green, and blue axes, the compass shows your
current orientation in 3D space. The red axis is X (horizontal),
the green axis is Y (vertical), and the blue axis is Z (depth).
See .
Inset View: Turns the inset view in the Canvas on and off.
When enabled, a temporary window appears in the lower-right
corner of the Canvas displaying an active camera or
View 3D overlays
3D view tools
About cameras and views

Perspective view of the project, helping you stay oriented as
you move objects in 3D space. In the 3D pane of Motion
Preferences, you can change the size of the inset view, as
well as control whether the inset view appears on transform
changes, on all changes, or manually. See .
3D Grid: Turns the grid in the Canvas on and off. The 3D grid
helps you stay oriented and can be used to guide the
placement of objects in your project. The 3D grid appears
when you are in a 3D workspace. See .
3D Scene Icons: Turns the display of cameras and lights in the
Canvas on or off. Scene icons appear in the Canvas as
wireframe icons. Lights appear with red (X), green (Y), and
blue (Z) adjust 3D handles that let you transform and rotate
them. The handles are still displayed when the 3D scene icons
command is turned off. See .
Correct for Aspect Ratio: Applies an artificial distortion of the
Canvas in projects with nonsquare pixels. When the setting is
on, the computer monitor simulates what a TV monitor
displays. When the setting is off, projects with nonsquare
pixels appear stretched. This is because computer monitors
have square pixels. This setting does not modify the output of
the project.
Show Full View Area: When enabled, this setting lets you see
the portion of a layer that extends beyond the edge of the
Canvas. This setting is disabled by default, because it slows
your project’s interactivity.
Inset view
3D grid
3D scene icons

Use Drop Zones: Turns drop zones on and off. When Use
Drop Zones is enabled, a checkmark appears next to the
menu item, and drop zones accept objects dragged to them.
When this command is turned off, drop zones ignore objects
dropped onto them. For more information, see
.
Save View Defaults: Saves the current state of all settings in
this menu as the default state for new projects.
View Layouts pop-up menu
Choose a preferred view your project in the Canvas. You can view
the Canvas as a single workspace or choose from available
window arrangements in the menu. (Although the workspace
views are available for 2D projects, they are most useful when
working in 3D space.)
The View Layouts pop-up menu displays the following items:
Drop zones
overview

Single: The default value, displays a single window in the
Canvas.
Two-up, side by side: Displays two windows in the Canvas,
one next to the other.
Two-up, top and bottom: Displays two windows in the Canvas,
one on top of the other.
Three-up, large window below: Displays three windows, two
next to each other on top and a larger window below.
Three-up, large window right: Displays three windows, two
stacked on the left side and a larger window spanning the
right side.
Four-up, large window right: Displays four windows, three
stacked on the left side and one larger window on the right
side.
Four-up: Displays four windows, all the same size.
Advanced Quality settings
When you choose Custom in the Quality section of the Render
pop-up menu (or in the View > Quality menu), the Advanced
Quality Options dialog appears.

The Advanced Quality Options dialog provides additional controls
to fine-tune rendering performance and quality. It contains the
following items:
Quality: A pop-up menu that sets rendering quality. These
settings are identical to the Quality settings in the Render pop-
up menu. (For more information on the Render popup menu,
see .)
Choose one of four settings from this pop-up menu (each
setting activates different options in the dialog):
Draft: None of the quality options are selected, and the
Text Quality parameter is set to Low. This option allows
optimal project interactivity.
Normal: “Shape anti-aliasing” is selected, and the Text
Quality parameter is set to Medium. This option allows
project interactivity that is slower than Draft, but much
faster than Best.
Best: “High-quality resampling,” “Shape anti-aliasing,” and
“Anti-alias 3D intersections” are selected. Text render
quality is set to High. This option slows down project
interactivity.
Custom: Lets you set your own combination of render
settings.
High Quality Resampling: Turns on high-quality resampling
(increasing or reducing the number of pixels in an image).
Text Quality: A pop-up menu that sets text-rendering quality to
Low, Medium, or High. When High is selected, project
interactivity may slow.
Shape anti-aliasing: Renders shapes at a higher resolution,
Custom Canvas view options

Shape anti-aliasing: Renders shapes at a higher resolution,
then scales objects back to regular resolution to ensure
smooth edges.
Anti-alias 3D intersections: Renders objects intersecting in 3D
space at a higher resolution, then scales objects back to
regular resolution to ensure smooth edges.
Manage layout with rulers and guides
Using rulers and guides (line overlays) in the Canvas can help you
compose or align elements of your project, as well as snap
objects to rulers.
Turn on rulers
Click the View pop-up menu at the top-right side of the
Canvas, then choose Rulers (or press Shift-Command-R).
When Canvas rulers are enabled, a checkmark appears next
to the item in the pop-up menu.
By default, rulers appear along the left and top sides of the
Canvas.
Change the location of the rulers
1. Choose Motion > Preferences.
2. In the Canvas pane, click Alignment, then choose a ruler

layout from the Ruler Location pop-up menu.
Add a horizontal or vertical guide to the
Canvas
1. Click in the gray area of the horizontal or vertical ruler, then
drag into the Canvas.
As you drag, the position of the guide is displayed in the
Canvas.
Note: Guides must be enabled in the View pop-up menu (or
by pressing Command-Semicolon).
The ruler units are in pixels, with the 0, 0 point in the center of
the Canvas.

2. When the guide is in the location you want, release the mouse
button.
Simultaneously add a horizontal and vertical
guide to the Canvas
1. Drag from the corner where the rulers meet into the Canvas.
2. When the guides are in the location you want, release the
mouse button.
Remove a guide from the Canvas
Drag the guide off the Canvas.
To delete the guide, drag into the Project pane or Timing pane
areas of the Motion workspace, then release the mouse
button.
Change the color of the guides
1. Choose Motion > Preferences.
2. In the Canvas pane, click Alignment, click or Control-click the
Guide Color well, then select a color.

3D compositing overview
Motion includes a robust set of tools for creating three-
dimensional layers that intersect and interact with one another.
The 3D features in Motion are powerful, yet flexible, allowing to
you combine 2D elements and 3D elements to create different
effects. You can:
to
take advantage of advanced 3D features such as:
Work in a 3D project
Rotate or reposition 2D layers in 3D space
Create intersecting 3D layers
Add a 3D camera and convert your entire project to 3D

Tip: Before you begin creating 3D environments, learn the basics
of the 3D coordinate system in Motion. See
.
You can also create 3D text in Motion. For more information see
.
About 3D coordinates
3D coordinates overview
In a standard 2D Motion project, coordinates are measured in two
dimensions, along two axes: X (side to side) and Y (up and down).
A 3D Motion project contains an additional dimension (depth),
which is measured along the Z axis (front to back). All three axes
(X, Y, and Z) meet in the center of the Canvas, at a point called
the origin, where X=0, Y=0, and Z=0. Moving an object to the left
subtracts from the X value, while moving it to the right adds to the
X value. Moving an object up adds to the Y value, while moving it
down subtracts from the Y value. Moving an object “closer” adds
to the Z value, while moving it farther away subtracts from the Z
value.
In a 2D project, the X and Y axes remain static: X always runs
horizontally, and Y always runs vertically. However, in a 3D
Camera animation
Lighting
Shadows
Reflections
3D coordinates
overview
3D text overview

project, you can change your point of view, which reorients (from
your perspective) the direction of the 3 axes. As a result, moving
an object up (from your perspective) doesn’t always mean
increasing its Y position value.
Note: In a new project, the Canvas is oriented with the Z axis
pointing straight at you. This orientation preserves the traditional
two-dimensional orientation of the X and Y axes.
Motion uses the following conventions for 3D coordinates:
Object movement is along an axis.
Object rotation is around an axis.
Each axis is color-coded: X is red; Y is green; and Z is blue.
Positive rotation is counterclockwise around an axis.
The coordinates of an object (as shown in the Inspector) are
relative to the coordinates of the group in which the object
resides. For more information, see .
About relative coordinates
In Motion, the coordinates of an object are relative to the
About relative coordinates

coordinates of the group that the object resides in. For example, if
you position an empty group at X, Y, and Z coordinates of 100,
100, 100, then add a layer (a porcupine image in the example
shown below) to the group, the layer’s coordinates are shown in
the Properties Inspector as 0, 0, 0. However, in the Canvas the
image layer appears offset (100 pixels right of center, 100 pixels
above center, and 100 pixels “closer” to you). The layer’s
absolute coordinates in the Canvas may be the same as those of
its parent group (100, 100, 100), but the Properties Inspector
displays the layer’s relative coordinates (0, 0, 0—the center of the
layer’s parent group).

Rotation values are also relative to an object’s parent. For
example, rotating the group 45° also rotates the porcupine layer
45° in the Canvas; however, in the porcupine layer’s Properties
Inspector, the Rotation value remains 0°—the rotation value of the
porcupine relative to its parent group.
Transform layers in 3D space
In Motion, 2D layers and groups can exist in the same project as
3D layers and groups. You can manipulate any 2D layer in 3D
space by using the 3D transform tool.
Move a layer in 3D space
1. Select the 3D Transform tool in the toolbar (or press Q).

2. Select a layer or group in the Layers list or Canvas.
3D handles appear on the selected object in the Canvas.
3. Do any of the following:
Move the object horizontally: Drag the red arrow to move
the object along its X axis.
Move the object vertically: Drag the green arrow to move
the object along its Y axis.
Move the object forward or backward: Drag the blue
handle to move the object along its Z axis.
Tip: If the blue handle is facing forward, drag left or right
to move the object forward or backward.
As you drag, the active arrow turns yellow, and the status bar

above the Canvas displays the current coordinates of the object
as well as the distance the object has moved (delta). Coordinates
are given in the form of X, Y, and Z.
Rotate a layer in 3D space
1. Select the 3D Transform tool in the toolbar (or press Q).
2. Select a layer or group in the Layers list or Canvas.
3D handles appear on the selected object in the Canvas.

3. Move the pointer over one of the rotation handles (small circles
surrounding the arrows) until a colored rotation ring appears,
then drag the ring.
The red ring rotates the object around its X axis.
The green ring rotates the object around its Y axis.
The blue ring rotates the object around its Z axis.
As you drag, the status bar above the Canvas displays the
absolute rotation values as well as the amount of rotation change
(delta).

Rotate a layer around all axes
simultaneously
1. Select the 3D Transform tool in the toolbar (or press Q).
2. Select a layer or group in the Layers list or Canvas.
3D handles appear on the selected object in the Canvas.

3. Holding down the Command key, move the pointer over one of
the rotation handles (small circles surrounding the arrows) until
all three rotation rings appear, then drag over the object (but
not over the rotation handle).
The object rotates around all three axes simultaneously, and the
status bar above the Canvas displays the absolute rotation values
as well as the amount of rotation change (delta).
Display a subset of the 3D transform
handles
Do any of the following:
Display the axis arrows only: Press the Comma key (,).
Display the rotation handles only: Press the Period key (.).
Display the scale handles only: Press the Slash key (/).
When you press any key a second time, the display switches

back to the default, with all three of the onscreen controls
visible.
Transform a layer in 3D space using the
HUD
As an alternative to dragging in the Canvas, you can transform
layers and groups in 3D space using graphic controls in the HUD.
1. Select the 3D Transform tool in the toolbar (or press Q).
2. Select a layer or group in the Layers list or Canvas.
3. Choose Window > Show HUD or press D.
4. In the HUD, do any of the following:
Move a layer: Drag in any of the three Move squares to
reposition the object along its Z axis, X and Y axes, or X
and Z axes. Hold down the Command key while dragging
to simultaneously scale the object as it’s moved,
preserving its size relative to the camera.

Rotate a layer: Drag in the Rotate square to rotate the
object around the X and Y axes. To rotate around the Z
axis, hold down the Command key while dragging.
Resize a layer: Drag in the Scale square to uniformly resize
the selected object in the Canvas. To constrain scaling to
the axis corresponding to the initial direction of the drag,
hold down the Command key while dragging.
Choose an axis type: Click the Adjust Around pop-up
menu, then choose an item. Local Axis (the default) orients
3D transforms to the object’s local coordinates. World Axis
orients 3D transforms to the coordinates of the 3D grid in
the Canvas. View Axis orients 3D transforms to the view
space of the current view, with the Z axis aligned along the
view’s line of sight. For more information on views, see
.
3D intersection
About cameras and views

Create 3D intersection
By default in Motion, the order of layers in the Layers list
determines the stacking order of layers in the Canvas. In other
words, layers higher up in the Layers list appear in the Canvas on
top of layers that are lower in the Layers list. This hierarchy of
layer organization is called layer order. Even when you move a
layer forward in Z space using 3D transform handles, that layer
does not pass through or move in front of layers that are higher in
the Layers list. Layer order prevents intersection and interaction of
layers.
Important: 3D text objects only intersect with other 3D text
objects. Additionally, 3D text uses only layer order: For 3D text to
appear above other non-3D text layers, the 3D text must be
positioned above the other layers in the Layers list; the text’s Z
position in the Canvas has no effect. For more information, see
.
In the image below, groups Red A and Blue B are positioned at
the same point in 3D space. But because they are layer-ordered,
Red A does not intersect with Blue B.
To have objects intersect in the Canvas, you must convert groups
About 3D text intersection and layer order

in your project to depth order. You do this by converting 2D
groups to 3D groups.
In the image below, because the parent group has been
converted to 3D, groups Red A and Blue B now intersect.
To summarize:
Groups and layers nested in 2D groups are composited in
layer order.
Groups and layers nested in 3D groups are composited in
depth order.
A Motion project can contain both 2D and 3D groups, and both
groups can be parents or nested children of one another. And you
can convert a group from 2D to 3D, and vice versa, at any time.
Convert a group from 2D to 3D to enable
intersection
In the Layers list, select a 2D group, then do one of the

following:
Click the 2D icon to the right of the group in the Layers list.
Choose Object > 3D Group (or press Control-D).
In the Group Inspector, click the Type pop-up menu, then
choose 3D.
The 2D group icon is replaced by a 3D group icon, and layers and
groups nested in the parent group are converted to depth order,
allowing intersection with other depth-ordered layers and groups.
To change a group from 3D to 2D, use the same method
described above.

Important: Some operations, as well as the application of some
filters or a mask, cause a group to be rasterized. When a group is
rasterized, it’s converted into a bitmap image. Rasterization
affects 2D and 3D groups in different ways, sometimes preventing
3D intersection. For more information, see
.
About 2D and 3D group properties
2D groups and 3D groups behave in different ways. And in the
Group Inspector, 2D groups and 3D groups have different
parameters.
The Group Inspector for 3D groups contains Flatten and Layer
Order parameters. Selecting the Flatten checkbox places layers
and groups inside the 3D group into a two-dimensional plane.
Selecting the Layer Order checkbox composites layers and
groups inside the 3D group according to their position in the
Layers list rather than by depth order (position in the Canvas
along the Z axis). For more information, see
.
The Group Inspector for 2D groups contains the Fixed Resolution
parameter. Selecting the Fixed Resolution checkbox lets you
manually set the size of a group, using sliders. By default, Fixed
Resolution is disabled and the size of the group is determined by
Groups and
rasterization
Create 3D
intersection

the layers in that group. For more information, see
.
2D group properties
Nested layers and groups are composited in the Canvas in
layer order (hierarchical order in the Layers list). However,
adjacent 3D groups that are not nested in 2D groups can
intersect based on depth order.
In the example above, the two gray balls in the 2D Foreground
group are composited on top of the rest of the scene. Group
A and Group B intersect because they are 3D groups, but
neither of them can intersect with the 2D root-level groups.
A 2D group can be nested in a 3D group.
A 2D group not nested in a 3D group is locked to the camera,
even if the camera is animated. (For more information about
cameras, see .
Filters are applied to a 2D group in local space—that is, flat to
the image.
Constrain
group size
About cameras and views

When lights are used, the group is lit as a single object;
nested layers and groups are not lit individually.
Note: 2D groups not nested inside 3D groups are not
affected by lights.
Because it is flat, a 2D group has Drop Shadow, Four Corner,
and Crop parameters in the Properties Inspector.
2D groups can have a fixed resolution.
3D group properties
Nested layers and groups are composited in depth order
(according to their position along the Z axis).
When a 3D group is nested in a 2D group, the 3D group is
flattened. This means that the nested 3D group acts like a flat
card and ignores the camera. In addition, the flattened group
does not intersect with layers of the 2D group or other groups
in the project.
Filters are applied to a 3D group in view space. In other
words, the filter affects the group as if it were applied to the
lens of the camera viewing the group.

When lights are used on a 3D group, its nested layers and
groups are lit individually.
Only a 3D group with the Flatten parameter enabled has Crop,
Drop Shadow, and Four Corner parameters in the Properties
Inspector.
Add cameras to create 3D
environments
3D cameras overview
By default, newly created Motion projects are 2D, planar
environments. When you add a scene camera and convert your
project to a 3D environment, the following occurs:
A third dimension (depth) is activated in the Canvas,
represented by the Z axis.
A camera object is added to the Layers list and to the Canvas
(as a wireframe icon that you can drag like any other object in
Motion). Like a real-world camera, a Motion scene camera lets
you frame a custom point of view during your sequence. And
like a real camera, a Motion scene camera can be static or set
into motion to create elaborate tracking shots.

Controls become available in the Inspector for adjusting your
camera’s angle of view and other properties. See
.
3D overlays become available in the Canvas to help you view
and arrange your 3D elements. See .
Additional reference views (called reference cameras) become
a available so that you can see your 3D project from various
angles (from the front, back, sides, and so on). See
.
A group of camera behaviors becomes available, allowing you
to apply sophisticated animated camera moves. See
.
SEE ALSO
Add a camera
In 3D mode, anything you see in the Canvas represents the
viewpoint of a camera, either a default reference camera or a
scene camera that you create. You can create cameras to look at
your scene from different points of view. You can place cameras,
animate them, and apply behaviors to them. Creating multiple
cameras lets you make different cameras active at different times,
allowing you to “cut to” different views over the course of the
project.
Note: When building a 3D project, it can be useful to position
cameras to examine your project’s layout from different
Controls in
the Camera Inspector
View 3D overlays
About
cameras and views
Add
Camera behaviors
Add a camera
About cameras and views

viewpoints. Rather than repeatedly moving the Perspective
camera, you can add scene cameras to use as spatial
bookmarks. You won’t want to use these cameras during export,
so be sure to disable them before rendering.
The scene cameras you create are used for rendering output.
Scene cameras appear in the Canvas as wireframe camera icons
and as objects in the Layers list.
Add a scene camera to a Motion project
1. Click the New Camera button in the toolbar, or choose Object
> New Camera.
If your project contains no existing 3D groups, the following
dialog appears:
If your project is empty or already contains at least one 3D
group, go to step 3.
2. Do one of the following:
To add a camera without converting 2D groups in your

To add a camera without converting 2D groups in your
project to 3D groups, click Keep as 2D.
To add a camera and convert 2D groups in your project to
3D groups, click Switch to 3D.
The following happens:
A camera object is added to the Layers list and Canvas
(represented there by a wireframe icon).
The 3D Transform tool in the toolbar is selected.
The Camera HUD becomes available (if it isn’t visible,
press F7).
The Camera Inspector becomes available.
The Camera pop-up menu (set to Active Camera) becomes
available in the upper-left corner of the Canvas.
3. Click the Camera pop-up menu in the upper-left corner of the
Canvas, then choose a camera view.

For more information, see and
.
About cameras and views
In a 3D workspace, everything is seen from the viewpoint of a
camera. If you want to export your project specifically from a
camera view, you must add a scene camera. When you add a
scene camera to a project, additional reference cameras become
available to help you see your composition from various angles,
such as top, bottom, left, and right. Scene cameras are used for
rendering output when you export your project; what you see
through the scene camera represents your final render. Reference
cameras are not used for rendering.
Scene cameras
There are two types of scene cameras to choose from in the
Camera Inspector:
Framing: Sets the camera origin (or anchor point) at the focal
plane (a plane perpendicular to the camera’s local Z axis—in
other words, perpendicular to your line of sight as you look at
the Canvas). The position of a Framing camera’s origin makes
it useful for orbiting moves—rotating the camera causes it to
orbit.
Camera pop-up menu About
cameras and views

Viewpoint: Sets the camera origin (or anchor point) at the
center of projection, “inside” the virtual camera. Rotating a
Viewpoint camera causes it to pivot—also known as panning
(horizontal) or tilting (vertical).
For more information, see .
You set the scene camera type (Framing or Viewpoint) in the
Camera Inspector. Scene cameras appear in the Layers list and
Canvas (as wireframe objects that you can move and rotate to
change your point of view).
Reference cameras
There are two types of views provided by the reference cameras:
Orthogonal: Views the scene by looking straight down one of
the world axes: X, Y, or Z. The Front and Back cameras look
straight down the Z axis. The Top and Bottom cameras look
straight down the Y axis. The Left and Right cameras look
straight down the X axis. Orthogonal views do not show
perspective.
Controls in the Camera Inspector

Perspective: Views the scene with perspective distortion, the
way a real-world camera would. (Scene cameras also view
the scene in perspective.)
Reference camera views are selected in the Canvas, via the
or the .
Reference cameras do not appear as objects in the Layers list or
Canvas, nor can they be manipulated like a scene camera.
SEE ALSO
Work with camera views and overlays
View 3D overlays
After you , there are six 3D overlays
available in the Canvas to help you view and arrange your 3D
elements:
: Sets the camera view.
Camera pop-up menu 3D compass
Add a camera
View 3D overlays
Scale, position, and animate cameras
Controls in the Camera Inspector
add a camera to your project
Camera pop-up menu

: Sets the camera view.
: Control reference and scene cameras.
: Displays the scene from a different camera’s
perspective.
: Shows the ground plane of the 3D world.
: Changes the Canvas view in 3D space.
: Display onscreen representations of
cameras, lights, and edge-on lines.
Show or hide 3D overlays
Do one of the following:
Camera pop-up menu
3D view tools
Inset view
3D grid
3D compass
3D scene icons

Choose View > 3D Overlays, then choose an overlay type.
Click the View pop-up menu above the Canvas, then choose
an overlay type.
A checkmark next to an overlay type in the pop-up menu
indicates that the overlay is enabled in the Canvas.
Camera pop-up menu
The Camera pop-up menu, located in the upper-left corner of the
Canvas, lists the active camera view. Choose from a list of scene
cameras and reference cameras. This menu also contains several
view-related commands.
The Camera pop-up menu is divided into three sections:
The top section lets you select the active scene camera as
well as any other scene cameras you’ve added to your
project. For more information on scene cameras, see Add a

.
Active Camera/Camera: When you choose Active Camera
from the pop-up menu, the topmost camera in the Layers
list at the current playhead position (in the Timeline)
becomes the active camera. The active camera is the
camera through which you view your project in the
Canvas. It’s also the camera view that’s rendered when
you export your project. If a project contains only one
scene camera (as shown above), two items appear at the
top of this pop-up menu: Active Camera and Camera,
which represent the same camera.
If a project contains more than one scene camera (as
shown below), all scene cameras appear at the top of the
Camera pop-up menu, under the Active Camera item. To
make a different scene camera the active camera, choose
a different camera from the top section of the pop-up
menu. (Scene cameras listed in this section of the Camera
pop-up menu appear in the same order as they do in the
Layers list.)
camera

For more information, see .
The middle section of the Camera pop-up menu lets you
choose a reference camera to help you see your composition
from various angles. Choose any of the following to activate a
reference camera view:
Perspective: Like a real-world camera, views the scene
with perspective distortion. For example, layers farther
away from the camera appear smaller than layers closer to
the camera. The perspective view defaults to a view from
the front center.
Front: This orthogonal camera looks straight down the Z
axis and shows a perpendicular view from the front of the
scene.
Back: This orthogonal camera looks straight down the Z
axis and shows a perpendicular view from the back of the
scene.
Left: This orthogonal camera looks straight down the X axis
Work with multiple cameras

and shows a perpendicular view from the left of the scene.
Right: This orthogonal camera looks straight down the X
axis and shows a perpendicular view from the right of the
scene.
Top: This orthogonal camera looks straight down the Y axis
and shows a perpendicular view from the top of the scene.
Bottom: This orthogonal camera looks straight down the Y
axis and shows a perpendicular view from the bottom of
the scene.
Note: The orthogonal camera views (Front, Back, Left,
Right, Top, and Bottom) ignore perspective.
The reference camera views cannot be exported. However,
you can still animate a scene camera when a reference
camera view is selected.
Note: Because project objects are 2D (flat), they may not
visible in the Canvas when you choose an orthogonal camera
view (Front, Back, Left, Right, Top, and Bottom). This is
because orthogonal views are at right angles (perpendicular)
to 2D elements in your project. When you select an object
that’s invisible to an orthogonal references camera, a thin
white line represents the object in the Canvas. For more
information, see .
The bottom section of the Camera pop-up menu allows
access to five frequently used commands:
Reset View: Resets the camera view to its default
orientation. (Control-R)
Select Active Camera: Selects the active camera in the
project—the topmost camera in the Layers list that is
3D scene icons

visible at the current frame (when there are multiple
cameras existing at the same frame in time). (Control-
Option-C)
Fit Objects Into View: Reframes the current camera to fit
the selected objects into the Canvas. (F)
Frame Object: Frames the selected objects in the active
view. If no objects are selected, Frame Object resets the
reference camera to view all objects in the scene. (Shift-
Command-F)
Focus On Object: Used when a camera has
turned on. Adjusts the camera’s Focus Offset to the
selected object. (Control-F)
After you choose a camera view (scene camera or reference
camera), use the to pan, orbit, or dolly the camera.
3D view tools
The 3D view tools in the upper-right corner of the Canvas become
available after you . Use these tools
to modify the position and orientation of reference and scene
cameras, thereby changing your view of objects in 3D space.
A scene camera indicator (a gray camera icon) appears at the left
of the 3D view tools when a scene camera is the active camera.
This icon is a reminder (not a button or control) that when you use
the 3D view tools, you are moving the scene camera, which
affects your project’s output.
depth of field
3D view tools
add a camera to your project

Pan, orbit, or dolly using the 3D view tools
Do one of the following:
Pan: Drag over the leftmost control to move the camera along
the X and Y axes relative to the current view.
Orbit: Drag over the middle control to orbit the camera around
the selected scene object. If nothing is selected, the camera
orbits around its focal plane. For more information on the
camera focal plane, see .
Orbit can affect X, Y, and Z Position values, as well as X and
Y Rotation values.
Note: If you use the orbit control to change an orthogonal
reference camera, an asterisk appears next to the view’s
name in the Camera pop-up menu, indicating that the view is
no longer a true orthogonal view.
Dolly: Drag over the rightmost control to dolly the camera,
moving it along the Z axis relative to the current view.
Tip: Double-clicking a 3D view tool resets all parameters that can
be affected by the tool.
Pan, orbit, or dolly in small or large
Controls in the Camera Inspector

increments
Do one of the following:
Hold down the Shift key while dragging in the Pan, Orbit, or
Dolly controls to adjust the camera in increments of 10.
Hold down the Option key while dragging in the Pan, Orbit, or
Dolly controls to adjust the camera in increments of .01.
Pan, orbit, or dolly using keyboard
commands and a two-button or three-
button mouse
Do one of the following:
Pan: Drag in the Canvas while holding down the Option key
and the right mouse button.
Orbit: Drag in the Canvas while holding down the Command
key and the right mouse button.
Dolly: Drag in the Canvas while holding down the Command
key, the Option key, and the right mouse button.
Reset your camera
Do one of the following:
Double-click the Pan, Orbit, or Dolly tool.

Click the pop-up Camera pop-up menu (in the upper-left
corner of the Canvas), then choose Reset View.
In the Properties Inspector for the camera, click the reset
button for the Transform parameters.
3D compass
Located in the lower-left corner of the Canvas, the 3D compass
acts as an orientation and shortcut device. It has active and
passive states, depending on whether the pointer is positioned
over it. In its passive state, it displays the orientation of the three
world axes (X, Y, and Z). In its active state, the compass presents
color-coded shortcuts to activate the reference (orthogonal and
perspective) cameras.

Show or hide the 3D compass
Click the View pop-up menu above the Canvas, then choose
Show 3D Overlays and 3D Compass.
A checkmark next to an overlay type in the pop-up menu
indicates that the overlay is enabled in the Canvas.
Select a reference camera view using the
3D compass
1. Position the pointer over the compass.
The compass changes to its active state, displaying a labeled
icon for each reference camera view.
2. Click the icon representing the camera to activate.
The view in the Canvas updates to the selected reference
camera view.
Select a camera view using the 3D compass
1. Position the pointer over the 3D compass.
The compass changes to its active state.
2. Control-click the 3D compass, then choose a scene camera or
reference camera view from the shortcut menu.

The view in the Canvas changes to the selected camera view.
Inset view
When you move an object (a layer, group, camera, or light) in a 3D
project, an inset view appears in the lower-right corner of the
Canvas, showing the scene from a different camera’s point of
view. If you’re viewing the scene through the active camera, the
inset view shows the Perspective camera’s point of view. If you’re
viewing the scene through any other camera, the inset view shows
the active camera. Use the inset view to see the results of
changes that you make in orthogonal views.
Show the inset view
Click the View pop-up menu above the Canvas, then choose
Show 3D Overlays and Inset View.
A checkmark next to an overlay type in the pop-up menu
indicates that the overlay is enabled in the Canvas.

You can set the inset view’s size and when it appears in the
Canvas by opening Motion Preferences (press Command-
Comma), then adjusting the settings in the 3D pane.
3D grid
The 3D grid shows the ground plane of the 3D world. The ground
plane is, as the name states, a plane attached to the ground of
the scene, where Y equals 0. The ground plane represents the
dividing line between up and down, that is, between positive Y
values and negative Y values. It is centered on 0, 0, 0.
Show the 3D grid
Click the View pop-up menu above the Canvas, then choose
Show 3D Overlays and 3D Grid.

A checkmark next to an overlay type in the pop-up menu
indicates that the overlay is enabled in the Canvas.
3D scene icons
3D scene icons are onscreen wireframe representations of
cameras and in your project. (When a scene camera is
active, its 3D scene icon is not visible because you’re viewing the
scene through that camera. To see the camera’s scene icon, click
the Camera pop-up menu and choose a different camera view.)
When you rotate a flat layer (a shape or image) so that its plane is
perpendicular to the screen, another type of 3D scene icon
becomes visible: an edge-on line that lets you see and manipulate
an object that would otherwise be invisible.
Note: No 3D scene icons appear in exported images or movie
clips.
Tip: Double-click a camera scene icon to select it and change
the current view to that camera.
lights

Show the 3D scene icons
Click the View pop-up menu above the Canvas, then choose
Show 3D Overlays and 3D Scene Icons.
A checkmark next to an overlay type in the pop-up menu
indicates that the overlay is enabled in the Canvas.
Viewport layouts
Viewports are window divisions in the Canvas that display multiple
camera views at the same time. Viewports can help you animate
and position objects in 3D space. The default viewport is a single
camera view. You can add more viewports by clicking the gray
box in the top-right corner of the Canvas, then choosing an
arrangement:
Single: The default value, displays a single viewport window in

the Canvas.
Two-up, side by side: Displays two viewport windows in the
Canvas, one next to the other.
Two-up, top and bottom: Displays two viewport windows in
the Canvas, one on top of the other.
Three-up, large window below: Displays three viewport
windows, two next to each other on top and a larger window
below.
Three-up, large window right: Displays three viewport
windows, two stacked on the left side and a larger window
spanning the right side.
Four-up, large window right: Displays four viewport windows,
three stacked on the left side and one larger window on the
right side.
Four-up: Displays four viewport windows, all the same size.
When working with multiple viewports, the most recent view
clicked in is the active view. The active viewport is highlighted with
a yellow border. Only the active viewport displays transform
handles.

Note: The active viewport in the Canvas is not the same as the
active camera. For more information, see
.
Work with multiple cameras
If a scene contains more than one camera, you can set the
topmost camera in the Layers list and Timeline to be the active
camera at the current frame. Although the active camera is the
default camera used for export, you can select any scene camera
to export. (The active camera is not the same as the active view.
The active view is the last viewport you clicked in when working
with multiple viewports.)
About cameras and
views

Note: Dragging and dropping an object onto the Canvas adds the
object to the scene at the focal plane of the current camera.
Dragging an object into the Layers list or clicking the Apply button
in the preview area of the File Browser positions the object at
0, 0, 0 in the Canvas.
Make a camera active based on its layer
order
In the Canvas, click the Camera pop-up menu, then choose
Active Camera.

The topmost camera in the Layers list at the current frame
becomes the active camera (Camera 2 in the example above).
Make a specific camera the active camera
In the Canvas, click the Camera pop-up menu, then choose a
scene camera.

SEE ALSO
Scale, position, and animate cameras
Motion gives you various ways to scale, position, “walk,” and
animate cameras. After you position cameras in a project, you
can select a single camera view using the Isolate command. For
more information, see .
Scale a camera
Use the Scale parameter in the Properties pane of the Inspector
to scale what a scene camera sees. For example, when the
Timeline overview
Isolate an object in the Canvas

camera “shrinks,” the scene it views seems to become larger.
1. Select a camera in the Canvas, Layers list, or Timeline.
2. In the Properties Inspector, drag the Scale slider.
Note: Changing the Scale value does not affect a camera’s
Angle of View parameter. Additionally, changing the Scale
value only affects framing cameras. For more information
about framing cameras, see and
.
Position a camera in the Canvas
Do one of the following:
Drag a camera or its onscreen controls in the Canvas.
For more information, see .
Select a camera in Canvas, Layers list, or Timeline, then
adjust the Position or Rotation controls in the Properties
Inspector.
Select a camera in Canvas, Layers list, or Timeline, then
adjust the 3D transform controls in the HUD.
For more informatio