Tag: plug-in

Puzzle HD User Guide

Puzzle HD User Guide

Puzzle HD User Guide

Puzzle HD is a Generator template and requires the installation of the ZZSCPuzzleHD-Regular truetype font (included). Simply open Font Book and drag the font into the font list column. If Final Cut is running, you will need to restart it so that it updates its font list.

Puzzle HD does not animate on its own but only needs one parameter keyframed to animate the effect to your liking. This method allows for “freeze frame” animation for effect. The puzzle can be resized, moved and rotated in space. It’s very easy to use. An optional puzzle board background (wooden texture) is provided.

Keyframe example

puzzle hd keyframe example

The yellow/orange diamond demonstrates an active keyframe. It only appears yellow when the playhead is resting on the frame on which the keyframe is set. Below the yellow/orange diamond is an unset keyframe (default). When you mouse over an unset keyframe, FCPX shows a tooltip to “Add a keyframe”. The curved arrow on the right side is a “reset” button (which will clear all keyframes and reset the parameter to its default setting). Not shown are left and right facing arrows that appear when the playhead is on either side of a set keyframe which can be used as a shortcut to set the playhead on the next or previous set keyframe. You can have a keyframe set on each frame (possible but not practical). FCPX will interpolate parameter values when the playhead is between two set keyframes.

Puzzle HD is animated by the Piece Location parameter. The default is set to 100% (fully assembled). The 0% value is a completely disassembled puzzle and more often than not, all the pieces will be off-screen. To see how this works, go down to the Puzzle Rotation parameter and dial open the disclosure triangle on the left edge of the parameter. Change the Y parameter to 45º.  Adjust the Puzzle Scale down to 80%. Adjust the Active Pieces parameter to 10 or so. Slowly drag the Piece Location parameter from 100% down to 0% and watch the effect. Move Piece Location back and forth a few times. That’s the effect. You set the timing, you set how far puzzle pieces are placed (with or without animation!) Everything else is customization.

Puzzle HD Parameters

Active Pieces

This parameter determines how many pieces will become animated with respect to the setting of Piece Location. A setting of 0 will move only one piece at a time from its beginning location to its end location, then move the next piece until its completion.  The higher the value, the more pieces will be moving at the same time (but still like a “race” to the finish, you will still see a starting order).  The slider goes to 100 (there are only 35 pieces of the puzzle), but you can click on the number value and drag it up to higher values which will compress the travel distances over all the puzzle pieces the higher the value.

Variance

This parameter introduces more random motion but not in position, but XYZ rotations. Cranking this value up will get the individual pieces spinning around like “crazy”!

Method

There are three animation methods: 1) Random (this is the default — pieces animate in random order); 2) By Single Column — this will cause the pieces to animate by “column” (left to right going from 0% to 100%); 3) From Ends to Center — this will guarantee that the last piece to “fit” will be the center piece (or conversely, the center piece will be the first to move out).

 

Random Seed

This is changed by clicking on the circular opposing arrows will generate a new random value. This value affects Variance only.

Piece Thickness

This parameter determines the thickness of all the puzzle pieces. This puzzle is created in real 3D and the back sides are textured as cardboard. The default value of 10 works best in general, but you can decide for yourself how you want pieces to appear. Since the puzzle does not require animating, the freeze frame appearance may need a different look.

Front Edge Size

Another 3D look option. There is a disclosure triangle, however, this parameter may already be open by default. The actual parameters that mater are Width and Depth. When Width is 0, you should have a seamless image. Keyframing this value from any positive value down to zero will transition the appearance from puzzle to normal video(/image). The Depth is the vertical (in 3D, this direction is towards the viewer) distance of thickness of the “edge”. These values are completely separate from the Piece Thickness value.

Show Board

This generator has an optional wooden puzzle board. This parameter is set on by default. You may uncheck the parameter to hide the puzzle board.

Puzzle Position

The location of the puzzle in the viewer. Dialing open the disclosure triangle reveals a Z position parameter which matters (and is different than scale although it can be used in much the same manner!) The XYZ parameters can be keyframed to animate the puzzle in your scene.

Puzzle Rotation

These parameters, like Position, may be keyframed to animate the rotational orientation of the entire puzzle.

Puzzle Scale

This parameter is a useful shortcut to resizing the appearance of the puzzle in lieu of manipulating the usually hidden Z position parameter.

Drop Zone

This is filled, by default, with a custom drop zone (which forces the aspect ratio of the media dropped to 16:9). This is a standard Final Cut Pro drop zone otherwise. If correction is needed the following Pan and Scale parameters can be used to make adjustments and/or corrections. Fill Color is used for a background in case of any media with an alpha channel (transparency). Puzzles don’t usually come with holes in them!

Shadow Opacity and Softness

Each puzzle piece casts a (3D) shadow. This effect is not the usual “drop shadow” used for everything else in the user interface. Shadow Softness can be used to take the edges off… so to speak 😉

 

Keep up to date with Sight-Creations on Twitter and Facebook.

A good place to see all of my effects as well as several tutorials and other demonstrations in use is on my YouTube channel.

short circuit is a glitch title effect by sight-creations and Short Circuit User Guide

Short Circuit User Guide

Short Circuit User Guide

by Sight-Creations

A Title for FCPX

There is an onscreen control (OSC) for convenient positioning on the screen. There is a Rotation parameter available just for fun.

Due to the way this effect was created, editing text on the screen is not allowed. You must change the text in the Text parameter in the Title inspector. All other controls for text (color, font, size, alignment, line spacing, tracking, etc) have been made available in the inspector for your convenience. The Collection parameter has been supplied so that if you use font collections in Font Book to organize your fonts, you can shorten the font list by selection your “favorite” collection first, then choose a font from that collection.

GLITCH PARAMETERS

Noise Smoothing
Noise has been added to this effect to create part of the texture. Noise Smoothing blurs (more like smears) the noise in a specific direction. The higher the amount, the smoother it will appear. Between 0 smoothing and about the default setting of 16, the smoothing will appear a little like a paint brush stroke. As the value is increased, the noise will be less apparent.

Noise Angle Mvmt
This parameter randomizes the direction of the “smearing”. At 0, the smearing is horizontal.

Glitch Coloring
This gradient can be customized to color the glitch effect. It uses luminance “mapping”. Darker shades of the Glitch pattern used will appear to be the color selected on the left side of the gradient. Lighter shades will map the right side of the gradient. You can use as many color tabs as you like. The colors of the gradient may also be animated. If you opt to animate color, make sure you have all the tabs of color you need for the entire animation. Adding tabs is easy: simply click the mouse in the “color bar” under the gradient bar and a new tab, containing the color clicked on will appear. (You can remove tabs by clicking and dragging them off the bar.) The gradient has a disclosure triangle to open it up for all of its available features. Since this is a luminance mapping, opacity tabs have no effect on the color used.

Glitch Color Over
On by default. Deselecting this option will have the actual text always “on top” of the effect. Its appearance will be affected by the Text color parameter. The glitch effect does not blend.

Horizontal Glitch Amount % / Vertical Glitch Amount %
These parameters determine how spread out the effect becomes. Near 0 will keep the glitches close to the text. The higher the percent, the more of the screen territory will become involved in the effect.

Short Circuit Title parameters

Glitch Amout % > Frequency
This parameter increases the amount of change in the glitching based on the direction percentage set.

Division Lengths
The glitching effect is “notched” in on/off states. The “notches” are generally different lengths of time (depending on the Random Seed parameter). Higher numbers for Division Lengths means that glitching will happen for longer periods of time (still very short — but relatively shorter or longer depending on this setting).

Frequency
This parameter will set, in general, how many glitches occur over the 10 second default length of this title. Setting or animating to 0 for this parameter *should* turn the glitching off. A setting of 1 will create a circumstance where the glitching is nearly constant. A setting of 2 will be approximately half and half, etc. A setting of 8 should provide 8 on/off cycles.

This title is designed to loop its animation. This method allows this title to keep the exact timing you achieve with your chosen effect no matter how long you make the title in the storyline.

All of this will depend on the setting of the Random Seed which changes everything. The timing of this effect is extremely flexible and its random mixing of time notches is part of its appeal making it seem more “natural”.

GLITCH SHAPING PARAMETERS

The glitch effect is determined by a pattern created in Motion and almost infinitely variable even though it is restricted so that will not become over-taxing to Final Cut’s rendering engine. The pattern is comprised of shapes that you can randomly size.

Pattern H Density / Pattern V Density
These parameters determine how many shapes are “crowded” in the horizontal and vertical space of the “texture”. (More below).

Scale X / Scale Y
Use these parameters to redefine the basic shape used in the texture.

Scale Rand.
This parameter will randomly change the redefined basic shape by the amount selected.

Randomize S… (Scaling)
This randomizing parameter will re-randomize the scaling of all the shapes in the pattern

Pattern Shuffle
This parameter will simply rearrange all the shapes within the pattern.

More on Glitch Shaping Parameters
It is possible to remove all shapes. At this point, the Glitching will simply be Noise (and the base text combined). By manipulating these parameters, you can design a multitude of different glitching effects (all in one title!)

TIP
When you find a pattern you really like, select the title in the storyline and save as a Compound Clip (set up an Event to collect saved favorite titles!)

Demo:

INSTALLATION
If you need help installing this title effect, please refer to this document:
https://fcpxtemplates.com/installing-plugins-for-fcpx (there are links to an outline and step-by-step video if you need to see the process.)

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Hinged CRT - LiveType TV LiveFont Revisited

Hinged CRT User Guide

Hinged CRT Generator

User Guide

I want my LiveType® TV!

This is not a complicated effect. It’s basically a drop zone with window dressing. This effect requires the installation of a special font used to create the 3D text effect graphics (included with the plugin download).

This generator is auto animated via the optional Build In and Build Out parameters. The Build In animates the CRT up into view with a turn (just like the original). The Build Out turns the CRT and pulls it back out of the scene. There are other controls that can be keyframed to customize animations however you like and they can even be used to supplement the default animations.

There are sixteen default animations, eight standard and another eight with the turn direction reversed. CRT is animated from scene edges (top, bottom, right and left) and the Long descriptor means horizontal orientation of the CRT while Tall means vertical. The turn for all orientations is screen up to face front. The turn, if Change Direction is checked is screen down to face front.

Hinged CRT Modes
Build Animation Modes

First trick:
Set up the Hinged CRT generator as if it were a completely finished effect including all keyframed animations. Blade through the middle of the generator (all keyframes will remain intact) and change the Build Out animation to move in the opposite direction by selecting the Change Direction checkbox.

Parameters:

Hinged CRT FCPX Plugin Parameters

The Zoom slider will increase the size of the CRT to slightly larger than 1920 x 1080. For larger format media, use the Video Inspector Scale All parameter. It will still look great!

The Horizontal, Vertical and Rotation Offset parameters can be used to customize animations, even the Build In/Out animations already in progress! Rotation reorients the entire Hinged CRT model, not the CRT in the hinge mount.

The front screen “glass” effect looks a little lame… due to the nature of 3D surfaces in Final Cut, there’s not much that can be done. A Reflection Amount parameter has been added to help reduce the otherwise sharp edge effect in the glass. Another technique to disguise its appearance is to rotate the CRT about -7º to shift the shine slightly and smooth out the edges.

The next section of parameters deals with the Drop Zone. Select the Drop Zone source well and FCPX will present a “two-up” display in the Viewer. Select your source media from the Event browser. If your media is to be video, then as you mouse over the video in the Event Browser, the cursor will change to a pointing finger and you should see a skimmer bar. Keep an eye in the viewer and where you click on the Event thumbnail will select your first frame of video to be used. If choosing an image? It doesn’t really matter where you click.

The Drop Zone can also be filled with any kind of video you create in the storyline. You can combine video, photos, titles and generators just as you would for your normal video presentation. Bundle all the pieces to be used into a Compound clip and select the starting frame from your compound clip right in the storyline. Once you fill a Drop Zone with media in the storyline, you may simply delete that media from the storyline and the drop zone will retain what was placed in it. This is especially convenient if you need to simply place Title text in the CRT without having to make a compound clip. Once loaded, reuse the title for another instance of Hinged CRT or simply delete or “hide” the title (typing the V key on any kind of selection will toggle its “visibility” [or turn on/off audio as well.])

There are Pan and Scale controls to help align and/or fit video into the CRT screen. You may also changed the background color of the dropped material (e.g. text) with the BG Fill Color. The color selected will appear slightly different due to the design of the 3D model. Color “richness” can be compensated with the Contrast, Brightness and Gamma controls at the bottom of the parameter list.

Bad TV options are on be default but minimally used (scan lines). Unchecking Bad TV will present a “straight” media image with no “old TV” effects.

Waviness is a good way to provide “glitch”. Keyframe a jump into Waviness to last about a second and jump back out (reset to 0).

Roll is best used by setting from one extreme and keyframing to the other depending on the direction of the roll.  That action will give two “flips” through the image and looks convincing even when the Drop Zone media is scaled down (creating a rather large border between the two rolled images).

Static, like waviness, is best used in moderation, but the choice for all of these features is yours!

Reducing Color Sync will give the image color edges (faded red and cyan – probably looks somewhat “cool” with red-cyan 3D glasses :D).

Old TVs were very “flexible” in their display of onscreen images — the Saturation control can help with that little bit of realism as well.

The next three parameters deal with scan lines. You really have to play with them in conjunction with each other. The number of effects achieved cannot be enumerated here.

And last, the previously mentioned Contrast, Brightness and Gamma Controls. These can be used to adjust the actual dropped image in the Drop Zone.

 

 

Have fun!

[LiveType® is a registered trademark of Apple, Inc.]

 

 

Demo video:

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Vegas Baby demo

Vegas Baby Title

Vegas Baby User Guide

A Title for FCPX

The iconic Las Vegas Welcome sign was designed in 1959 by Betty Willis. It is in the style of “Googie Architecture” (FYI). She gave the design as a gift to the City of Las Vegas without copyright. It is in the public domain.

Vegas Baby is a 3D Text title for Final Cut Pro. It requires FCPX 10.3.4 or better, a video card with a minimum of 1GB of vRAM, and the installation of a specialized font (ZZSCVegasBaby-Regular.ttf) responsible for the “neon” letters and the sign shapes (it will be necessary to restart FCPX after installation of the font).

Vegas Baby is a complex effect with flashing lights and special textures (coin faces) and animations on two separate sides. Expect long render times. When dealing with the title in the FCPX storyline, it is best to set the View > Quality to Better Performance. Since Vegas Baby performs “reasonably well” using Better Performance, it was deemed eligible to be released. Please be patient with it!

Vegas Baby features an easily customizable “banner” (circled letters) and drop zone panels on the front and back sides. Separate titling for the front and back panels. Titling and drop zones can be combined. Complex text formatting will need to be handled via imported image/video or by creating compound clips in the storyline. An example would be any text message with more than one font used.

A 3D OSC (on-screen control) has been applied to this effect. For this reason, none of the text in the title is editable in the viewer but text boxes have been added to the Inspector to make text changes. To use the OSC simply single-click on the Vegas Baby panel and wait about 1 second. A Rectangular outline will appear and a 3D directional control will appear near the center of the rectangle region. It’s a hack… but it works. You can use the 3D control to keyframe rotation, but positioning via keyframe will have to be manually done with the parameter values in the Inspector. [Note: the OSC is a text character itself which is editable in FCPX – ignore anything you see in the Text Inspector as it pertains to this character used for the 3D onscreen control. If you accidentally change the character, its default is the character zero (‘0’) and its size is 856.0 if you find you need to manually reset these values.]

The Coin Features (Banner) Section

The neon letters in the circle shapes at the top of the panel are considered the banner. As with the real sign, the front surface of the circular regions have the pattern of a 1922 “Peace” silver dollar. The “coins” are not “regular” and each surface of the original WELCOME sign have different rotational orientations for the coins. This title has a feature to force them to align if you so choose — set the Coin Rot. Variance to 0% and set the Coin Rotation to orient the faces to the same angles across the characters of the banner.

Vegas Baby Banner detail

In the Circle Text entry, you can enter anything from deleting the text (to completely remove the circled characters) to whatever you think can fit on a single line and still look good as a sign ;).  Whatever you enter will apply the characters (only a-z lowercase [and space] are supported), the coin circles and the rim “ring” lights. A space character will add a small separation between letters.

There is a fundmental “lighting” structure to this 3D model. Sometimes expected colors may seem darker (or lighter) than the values provided in the inspector. Make visual adjustments in the Viewer and don’t rely so heavily on the numerical values. For times when even the “brightest” color is not bright enough: the numerical values of the RGB color can be adjusted to greater and less than the absolutes provided by the corresponding sliders. Click on the individual numerical values for the R, G, and B elements and drag up to go beyond 1.0 and drag down to go below 0 (towards -1).

Due to the design of the template, text is not editable in the viewer. For each panel, there is only an option for one font. If you need more complex textual design (more  than one font, or font and graphics) create a compound clip in the storyline from titles and other graphics and add the compound clip to the drop zone for that panel. You can delete the compound clip from the storyline immediately after adding it to the template.

Flashing light animations will be affected by lengthening or shortening the time of the Vegas Baby title. Longer times will slow it down; shorter times will speed it up. Recommended length in storyline is about 5 – 15 seconds (10 is default). Ten seconds is a good length of time to leave this title active to give the viewer time to take in the whole effect.

The rest is fairly typical.

Published Paramters

ANIMATION CONTROL

Position — It is possible to position this template in the view with an OSC (described above). However, if you want to keyframe motion, you cannot use the OSC to make position changes. Use these parameters “manually” for keyframing. Another benefit of these parameters: no matter what rotational orientation you have set for the template, these parameters will move it in tradition X, Y & Z axes relative to the Viewer. Using the OSC: rotation changes the XYZ axis orientation as well. Position parameters override that orientation.

Rotation — Unlike Position, Rotation can be keyframed using the OSC. These parameters do not override those set in the Viewer.

Hide Stand — The blue stand can be removed from the scene to reduce the template to the basic sign.

Glow Amount — This is set to 3 by default. In general, this setting is likely the best setting. However, you can raise this value to create more “light halos” or turn it off altogether.

COIN FEATURES

Circle Text — This is where you enter the text for the “banner” section. Only lowercase alphabetic characters (a-z) are used for the effect. Other characters will not provide the correct visual effect.

Text Color — Keep in mind that this is supposed to be a neon-like light. You will want to adjust this color to a value that will be enhanced by the glow effect.

Circle BG Color — By default, this is set to 90% white. You can set this, and all colors in this template to “supercolors” (element values greater than 1.0 or less than 0.0).

Coin Face Intensity — This determines how dark the “marks” are that create the coin “face”. Setting this to 0 will fade the coin face out completely creating a solid color background for the neon characters.  Setting this value to maximum intensity will help “punch through” the pattern if you adjust the Coin BG Color somewhat darker.

Coin Rotation — The “real” Las Vegas Welcome sign has 1922 Peace dollars painted on the backgrounds at varying angles of rotation.  This is set at 360 (straight up) to help with the Variance (see below). When Variance is set to zero, all the coins are rotated to this value.

Coin Rot. Variance The variation from one coin to the next for the rotation. When Coin Rotation is 0, this has no effect. When Coin Rotation is non-zero, this parameter will randomize the rotation between 0 and the Coin Rotation value.

Var. Random… This is the Random Seed generator for the Variance. Click the “circle arrows” to generate a new “seed” value and change how the coins are varied.

Ring Light Color Each character in the banner also has a “ring light” — another “neon” (or florescent) type light around the rim of the “coin” background. Use this parameter to change its color (default is white).

Emit Intensity This parameter will change the brightness of the Ring Light color.

FRONT SIDE/BACK SIDE

(each section has identical parameters, both of which will be outlined in this section.

Front (Back) Text — Use this text box to enter the text you want to appear on the sign panel. This can be used in conjunction with a drop zone (always appears on top).

Collection — Font Book “collections” are supported with this template. If you manage your fonts with collections, you can set the collection here. For example, you have a collection of just “script” fonts, you can set this parameter to your scripts collection then search for the script font from that collection you are looking for without having to navigate a font menu that might be hundreds of fonts long.

Font — Same as from the Title Inspector provided here for your convenience.

Size — Same as from the Title Inspector provided here for your convenience.

Color — Same as from the Title Inspector provided here for your convenience.

Weight — This is a feature of 3D text. You can use this parameter to change the thickness of characters, make them more bold or more thin. Best practice: hold the Option key down while dragging the numeric value for more refined alteration.

Line Spacing — Same as from the Title Inspector provided here for your convenience.

Tracking — Same as from the Title Inspector provided here for your convenience.

Baseline — Same as from the Title Inspector provided here for your convenience. Use this parameter to help vertically align the text where you want it to appear.

Drop Zone — Optional. Drop Zones are pre-loaded with a transparent PNG so that the typical drop zone “symbol” does not appear.

Pan — Use the X and Y parameters to adjust the alignment of the image in the panel.

Scale — Use this parameter to size the media to fit within the panel.

Front (Back) Brightness — As mentioned above, this is a 3D model and lighting is affected by things like angle of rotation. You can use this parameter to help override a “too shadowy” look, or tone it down if it’s too bright.

Installation Instructions.

Keep up to date with Sight-Creations on Twitter and Facebook.

A good place to see all of my effects as well as several tutorials and other demonstrations in use is on my YouTube channel.

Artistic Magnifier

Artistic Magnifier User Guide

Artistic Magnifier

A Title for FCPX

User Guide

Originally designed as a utility magnifier for tutorials and such, it turns out there are interesting visual side effects that make this effect usable anywhere!

This effect was designed as a Title which allows any other object positioned below the title attached to the storyline, including text. If you’re okay with a little softness in the text (which is also a nice effect occasionally), this effect can be used to “transition” text with a slight drift and marvelous fade.

This effect was designed so that the scaled media used in the magnified view region maintains an “edge alignment” proportional to the position of the magnified region within the view frame of the video. What that means is: when you align the edge of the magnifier region with any edge of the view frame, the scaled media also aligns with that edge. The magnifier is designed not to go beyond the view frame edge, it will always be contained within the view frame. This technique means that when the magnifier region moves away from the center of the screen, the scaled media also moves in the opposite direction. It is a very nice effect — a beautiful difference in parallax view of the scene and gives a subtle sense of “3D-ness” to the scene.

In the diagram below, the Magnifier region is moving along the direction of the green arrow and as it moves, the Scaled Media is moving toward the border of the Drop Zone/Storyline frame boundary in the direction of the red arrow, synchronized to coincide at the edges of the frame boundary. The Scale value determines how much movement is perceptible.

Artisitc Magnifier Diagram
Artisitc Magnifier Diagram How scaled media moves with respect to the magnifier

Parameters:

This effect has a single OSC (onscreen control) to assist in positioning in the viewer.  The position can be keyframed.

Width/Height: Due to the nature of the design for this effect, it was necessary to limit the width and height to only 1280 wide by 720 high. If you’d like to see how this was done, you can go into the Motion template in Motion and dig it out. It did require working a spreadsheet in Numbers to make the calculations necessary and for values beyond the 1280 horizontal and 1080 vertical, there was not enough room to add the number of control points necessary to handle the exponential expansion of values to make alignment for a larger region possible.  Maybe, someday, Apple will add a way to perform that kind of math automatically and this project will be updated. It is not necessary to keep these values proportional to each other. Within the bounds of the maxWidth and maxHeight, any size can be created (even 0 by 0) and keyframed for effect.

Scale: Range from 0% to 400%; default is 200% (or 2X). May be keyframed for effect. All scale values work with the math used for the region/scaled media edge alignments. However, when going smaller than 100%, it will be necessary to resize the width and height parameters if an outline boundary is desired.

Roundness: The magnifier region may have rounded corners. Rounding can also be used to create a more circular effect (although you may have trouble obtaining a “perfect circle”).

Border Color: keyframable value can be animated to change color over life, or simply be set for the life of the effect.

Border Opacity: keyframable value can be animated to fade in/out the border.

Border Width: keyframable value can be animated to adjust the weight of the boarder. The center of the border is the edge of the magnifier region. Using large values will obscure edge pixels.

First/Last Point Offsets: These parameters can be used to offset the beginning and end where the border is drawn around the region. These can be keyframed to create an (eye-catching) animation, typically drawing the box, or used to create an animated arrow (see the Outline Start and End Caps below).

Corner Style: when the region is set up as an unrounded rectangle and outlined with a line wider than 1 pixel, the corner style can be set to Square, Round or Bevel (which will create a 45° angle “cut” on the corners).

Outline Start/End Cap— There are four options: None (similar to Square), Square, Round, Bevel and Arrow. None ends at the actual control (corner) point whereas Square represents the center of a “fill” of a square that is “Width x Width”. Bevel cuts two 45° angles on the end and Arrow applies an arrow head. (Arrow size controls were not included with this effect: they were deemed superfluous for the most part).

Feather Edge/Falloff: These controls can be used to control a blurred and mixed edge between the magnifier region and the underlying media. There are values available beyond the slider, so click and drag the values up/down to create a larger feather.

Bg Overlay Color/Opacity: This effect includes a method of darkening the area outside the magnifier region, for effect. Color is black by default but may be set to any value and animated over time. Opacity is also a keyframable value that can be animated to fade in/out the color overlay.

AUTO ANIMATION section:

These parameters deal with transitioning the magnification effect.

Fade In Time: the number of frames to fade up from 0 to 100% opacity. Timing may be affected by stretching the effect’s timing in the storyline.

Fade Out Time: the number of frames to fade out from 100% to 0% opacity. Timing may be affected by stretching the effect’s timing in the storyline.

Start Offset: the number of frames before starting the Fade In.

End Offset: the number of frames before the end where the Fade Out ends.

These parameters controlling the fade of only the magnifier region allows animating other features before (and/or after) these Fades are applied.

Demo:

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Use 3D Titles for the 3D orientation onscreen control

A Simple Trick with FCPX Titles

A Simple Trick With FCPX Titles

Rotating Title text in FCPX

You will need FCPX 10.2.x in order to make use of this tip.

[ QuickTools has been upgraded, enhanced and greatly expanded by SC KeyFX! ]

I’ve created dozens (if not more than 100) titles for FCPX, but for my own personal use, 95% or more of the time I just simply add a Basic Title to my storyline as needed. If you’re familiar with Basic Title (and you should be!) you’ll know that there are no parameters available. One of the features of Basic Title is that the Title Background is absent. This Title Background is a placeholder used in developing Titles in Apple Motion to represent the content of the storyline in FCPX (or more accurately, the content of *everything* video/image related beneath the title in the storyline). Something to keep in mind as I’ll get back to that later.

The behavior of Basic Title in the storyline is that you can click on the text in the canvas and drag it around to place it in the scene. You cannot keyframe the motion to create an animation in this way. Keyframing animation is not the important point of this story, it’s just a point of note.

What this article is about is a “trick” to be able to *rotate* the text in 3D space to arrange it in the scene. It should work in any Title or Generator that includes editable text in the canvas.

With the Title selected in the storyline, click on the Text tab of the Inspector. Activate 3D Text (you can turn it back off afterwards!)

 

3D Text - not selected
3D Text Select

Go back into the canvas and mouse over the text area. You should see an outline appear:

Title Selection

Click *once* inside the rectangle. You should see a 3D control appear:

3D Title OSCs

Clicking and dragging inside the circles will allow you to rotate the text in 3D space. The top circle is the X-axis rotation (a red “great circle” will appear when activated). The left circle will be the Y-axis rotation (its great circle is green). The right circle will be the Z-axis rotation (and its great circle is blue).

3D Title Control

If you hold down the command and option keys, you can coax all the great circles to appear and stay on allowing a floating rotation control with the mouse in all directions at once.

You may not like or need a 3D look to the text so you can turn 3D Text back off to restore the 2D text and the orientation will remain as in the example frame below. This is a great tool to help align text along perspective planes inside video. It’s not perfect but seems to be convincing enough most of the time. To make it work better — if you have Motion — you could publish the Camera: Angle of View parameter and possibly the Camera: Distance (Position.Z) to emphasize parallax views.

Integrating Titles Into the Scene

The second part of this article is about taking the technique to another level, that have having it appear integrated into the scene — to have action move in front of the text. Take a look at the examples in this video:

QuickMask is part of the QuickTools Effects sold on this site and on my store on Creative Market. The mask only works in this fashion on Titles that have their Title Background placeholder disabled. You can download a *FREE* Basic Title with Parameters title/template here (http://sight-creations.com/free_stuff/sc_Title_with_Params.zip) which will allow you to animate the title in the canvas without having to use the Transform parameters for the entire “layer.” You are able to keyframe rotation using the onscreen 3D controls, and although the position parameters respond to onscreen control movement, you must manually keyframe the Position parameters (for some unknown reason) as onscreen control changes for position are ignored in FCPX.

The power of QuickMask is based on the newly included feature of “effects masks” in FCPX. For an overview of Effects Masks watch this video:

 

As it turns out, effects can be used on Titles as well and if a title has no background placeholder in use then this visual effect can be accomplished with QuickMask. The masks are easily animated/keyframed making creating the effects shown in the top video possible. The downside is that you have to manually “track” the masks. The upside: manual tracking is usually faster (although more tedious) than automatic tracking — and considerably less expensive! Note: since this technique only works on Titles with no Title Background layer, the Color Mask option is useless (unless you use it directly on the text).

—F•X

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Apple Watch 3D Model

The Apple Watch 3D Model that wasn’t released

 

Developed in August 2015 but never released.  Why? Apple never made the San Francisco system font available to other applications (system only) and the fonts are only available to those who have an Apple Developer account. Furthermore, developers could only use it for interface “mock ups” (although this model might qualify).  The Mickey Mouse watch face would have never been included because it  is © (and trademarked) by the Walt Disney Company… probably forever.

This model’s features:
built in clock display (which runs fast – it’s just a demo)
front “glass”
animatable position/rotation parameters
animatable dial/crown rotation
animatable button
drop zone w/Pan and Scale parameters
drop zone position and rotation parameters to animate turn effect
clock position and scale (in case of repairs!)
glass reflection intensity control

I developed a generator to go with this model:
https://www.youtube.com/watch?v=3dZ7560xcUc (dated Aug. 29th, 2015)
which is a frame accurate, settable and customizable watch.

The second half of this watch demo (the activity monitor) was another generator I created for the watch drop zone (also not released).

The state of this watch model/Motion template is in limbo.

I may develop the text font for this clock myself when (or if) I have the time as a substitute to the required version of San Francisco used in its making.