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3D Impressions Help - Motion Effects

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Motion Effects are a collection of styles for animating an object about the screen.
These are applied in 3 stages:

  • Intro Effect
    How the object moves into the scene towards its target position.
  • Main Effect
    How the object moves within the scene.
  • Outro Effect
    How the object moves out of the scene.

Motion Intro EffectIntro Effects & Motion Outro EffectOutro Effects for Object Motion

Below lists the effect styles for both Intro & Outro as they are identical.  The only difference between their visual affect is the direction in which they are applied.  For example, the 'Slide Left' always moves the object in a left direction, so as an Intro, the object appears at the right of its target location and moves leftwards.  As an Outro the object moves leftwards to the left-hand side of the screen.

X-axis Motion
Accelerate
Left
Intro The object moves leftwards from a start point right of its target location.  Its speed slows as it reaches its destination.
Outro The object moves leftward increasing its speed as it does so.
Accelerate
Right
Intro The object moves rightwards from a start point left of its target location.  Its speed slows as it reaches its destination.
Outro The object moves rightward increasing its speed as it does so.
Dodge
Left
Both The object starts at its target position but quickly moves left for half the duration, it then reverses direction to finish back where it started.
Dodge
Right
Both The object starts at its target position but quickly moves right for half the duration, it then reverses direction to finish back where it started.
Explode
Left
Intro This acts like an explosion in reverse, (e.g. Implode Left).
The object moves leftwards from a start point right of its target position.  Its speed starts fast but quickly slows as it reaches its destination.
Outro The object moves leftwards, its initial speed is fast but quick slows to a stop.
Explode
Right
Intro This acts like an explosion in reverse, (e.g. Implode Right).
The object moves rightwards from a start point left of its target position.  Its speed starts fast but quickly slows as it reaches its destination.
Outro The object moves rightwards, its initial speed is fast but quick slows to a stop.
Faster/Slower
Left
Intro The object moves leftwards, its speed starts slow but accelerates reaching its maximum speed at half duration and then slows to a halt as it reaches its destination.
Outro The object moves leftwards, starting slowly but accelerates reaching its maximum speed at half duration and then decelerates back to a stop.
Faster/Slower
Right
Intro The object moves rightwards, its speed starts slow but accelerates reaching its maximum speed at half duration and then slows to a halt as it reaches its destination.
Outro The object moves rightwards, starting slowly but accelerates reaching its maximum speed at half duration and then decelerates back to a stop.
Slide
Left
Intro The object moves leftwards from a start point right of its target location.  Its speed remains constant.
Outro The object moves leftward at a constant speed.
Slide
Right
Intro The object moves rightwards from a start point left of its target location.  Its speed remains constant.
Outro The object moves rightward at a constant speed.
 
Y-axis Motion
Accelerate
Up
Intro The object moves upwards from a start point below of its target location.  Its speed slows as it reaches its destination.
Outro The object moves upward increasing its speed as it does so.
Accelerate
Down
Intro The object moves downwards from a start point above of its target location.  Its speed slows as it reaches its destination.
Outro The object moves downward increasing its speed as it does so.
Dodge
Up
Both The object starts at its target position but quickly moves up for half the duration, it then reverses direction to finish back where it started.
Dodge
Down
Both The object starts at its target position but quickly moves down for half the duration, it then reverses direction to finish back where it started.
Explode
Up
Intro This acts like an explosion in reverse, (e.g. Implode Up).
The object moves upwards from a start point below of its target position.  Its speed starts fast but quickly slows as it reaches its destination.
Outro The object moves upwards, its initial speed is fast but quick slows to a stop.
Explode
Down
Intro This acts like an explosion in reverse, (e.g. Implode Down).
The object moves downwards from a start point above of its target position.  Its speed starts fast but quickly slows as it reaches its destination.
Outro The object moves downwards, its initial speed is fast but quick slows to a stop.
Faster/Slower
Up
Intro The object moves upwards, its speed starts slow but accelerates reaching its maximum speed at half duration and then slows to a halt as it reaches its destination.
Outro The object moves upwards, starting slowly but accelerates reaching its maximum speed at half duration and then decelerates back to a stop.
Faster/Slower
Down
Intro The object moves downwards, its speed starts slow but accelerates reaching its maximum speed at half duration and then slows to a halt as it reaches its destination.
Outro The object moves downwards, starting slowly but accelerates reaching its maximum speed at half duration and then decelerates back to a stop.
Slide
Up
Intro The object moves upwards from a start point below of its target location.  Its speed remains constant.
Outro The object moves upward at a constant speed.
Slide
Down
Intro The object moves downwards from a start point above of its target location.  Its speed remains constant.
Outro The object moves downward at a constant speed.
Fixed
Gravity
Intro The object moves downward increasing its speed as it does so until it hits it target position.  This motion's speed & direction is fixed and not affected by any Speed or Motion Orientation values.
Outro The object moves downward increasing its speed as it does so.  This motion's speed & direction is fixed and not affected by any Speed or Motion Orientation values.
Fixed
Anti-Gravity
Intro The object moves upward increasing its speed as it does so until it hits it target position.  This motion's speed & direction is fixed and not affected by any Speed or Motion Orientation values.
Outro The object moves upward increasing its speed as it does so.  This motion's speed & direction is fixed and not affected by any Speed or Motion Orientation values.
 
Z-axis Motion
Accelerate
Nearer
Intro The object moves towards the viewer from a start point further away than its target location.  Its speed slows as it reaches its destination.
Outro The object moves towards the viewer increasing its speed as it does so.
Accelerate
Further
Intro The object moves away from the viewer from a start point closer than its target location.  Its speed slows as it reaches its destination.
Outro The object moves into the distance increasing its speed as it does so.
Explode
Nearer
Intro This acts like an explosion in reverse, (e.g. Implode Nearer).
The object moves towards the viewer from a start point further away than its target position.  Its speed starts fast but quickly slows as it reaches its destination.
Outro The object moves towards the viewer, its initial speed is fast but quick slows to a stop.
Explode
Further
Intro This acts like an explosion in reverse, (e.g. Implode Further).
The object moves away from the viewer from a start point closer than its target position.  Its speed starts fast but quickly slows as it reaches its destination.
Outro The object moves into the distance, its initial speed is fast but quick slows to a stop.
Faster/Slower
Nearer
Intro The object moves towards the viewer from a start point further away than its target location.  Its speed starts slow but accelerates reaching its maximum speed at half duration and then slows to a halt as it reaches its destination.
Outro The object starts moving towards the viewer slowly but accelerates reaching its maximum speed at half duration and then decelerates back to a stop.
Faster/Slower
Further
Intro The object moves away from the viewer from a start point closer than its target location.  Its speed starts slow but accelerates reaching its maximum speed at half duration and then slows to a halt as it reaches its destination.
Outro The object starts moving away from the viewer slowly but accelerates reaching its maximum speed at half duration and then decelerates back to a stop.
Slide
Nearer
Intro The object moves towards the viewer from a start point further away than its target location.  Its speed remains constant.
Outro The object moves towards the viewer at a constant speed.
Slide
Further
Intro The object moves away from the viewer from a start point closer than its target location.  Its speed remains constant.
Outro The object moves into the distance at a constant speed.
 
X-axis Rotation
Twist X-axis
1/4 Clockwise
Intro The object performs a 90° clockwise rotation about the x-axis, finishing the correct way up.
Outro The object performs a 90° clockwise rotation about the x-axis.
Twist X-axis
1/4 Counter-
Clockwise
Intro The object performs a 90° counter-clockwise rotation about the x-axis, finishing the correct way up.
Outro The object performs a 90° counter-clockwise rotation about the x-axis.
Twist X-axis
1/2 Clockwise
Intro The object performs a 180° clockwise rotation about the x-axis, finishing the correct way up.
Outro The object performs a 180° clockwise rotation about the x-axis.
Twist X-axis
1/2 Counter-
Clockwise
Intro The object performs a 180° counter-clockwise rotation about the x-axis, finishing the correct way up.
Outro The object performs a 180° counter-clockwise rotation about the x-axis.
 
Y-axis Rotation
Twist Y-axis
1/4 Clockwise
Intro The object performs a 90° clockwise rotation about the y-axis, finishing the correct way up.
Outro The object performs a 90° clockwise rotation about the y-axis.
Twist Y-axis
1/4 Counter-
Clockwise
Intro The object performs a 90° counter-clockwise rotation about the y-axis, finishing the correct way up.
Outro The object performs a 90° counter-clockwise rotation about the y-axis.
Twist Y-axis
1/2 Clockwise
Intro The object performs a 180° clockwise rotation about the y-axis, finishing the correct way up.
Outro The object performs a 180° clockwise rotation about the y-axis.
Twist Y-axis
1/2 Counter-
Clockwise
Intro The object performs a 180° counter-clockwise rotation about the y-axis, finishing the correct way up.
Outro The object performs a 180° counter-clockwise rotation about the y-axis.
 
Z-axis Rotation
Twist Z-axis
1/4 Clockwise
Intro The object performs a 90° clockwise rotation about the z-axis, finishing the correct way up.
Outro The object performs a 90° clockwise rotation about the z-axis.
Twist Z-axis
1/4 Counter-
Clockwise
Intro The object performs a 90° counter-clockwise rotation about the z-axis, finishing the correct way up.
Outro The object performs a 90° counter-clockwise rotation about the z-axis.
Twist Z-axis
1/2 Clockwise
Intro The object performs a 180° clockwise rotation about the z-axis, finishing the correct way up.
Outro The object performs a 180° clockwise rotation about the z-axis.
Twist Z-axis
1/2 Counter-
Clockwise
Intro The object performs a 180° counter-clockwise rotation about the z-axis, finishing the correct way up.
Outro The object performs a 180° counter-clockwise rotation about the z-axis.
 
X-axis Scale
Expand
X-axis
Intro The object grows from zero width to its target width.
Outro The object grows to twice its width.
Shrink
X-axis
Intro The object shrinks from twice its target width down to its target width.
Outro The object shrinks its width to nothing.
 
Y-axis Scale
Expand
Y-axis
Intro The object grows from zero height to its target height.
Outro The object grows to twice its height.
Shrink
Y-axis
Intro The object shrinks from twice its target height down to its target height.
Outro The object shrinks its height to nothing.
 
Z-axis Scale
Expand
Z-axis
Intro The object grows from zero depth to its target depth.
Outro The object grows to twice its depth.
Shrink
Z-axis
Intro The object shrinks from twice its target depth down to its target depth.
Outro The object shrinks its depth to nothing.

Motion Intro EffectIntro Effect Properties

The following properties determine how the Intro Effect is applied to the object's motion.

Intro Delay
Ranged

This property determines the number of seconds the object waits before making its first appearance into the scene.

This delay is only applied once during the object's life.  If the effect is repeated this delay is not included between repeats as that is the job of the 'Motion Cycle Delay' property.
Intro Duration
Ranged

This property determines the number of seconds it takes for the 'Intro Effect' to complete.

This combined with the 'Intro Speed' determines the distance the object will travel.
Intro Speed
Ranged

This property determines how fast the 'Intro Effect' is performed.  This along with the 'Intro Duration' determines the distance an object will travel.

For instance, halving the speed will mean the object will travel 1/2 the distance.  By then doubling the duration, the same distance as before is now travelled but at half the original speed.

Typically, with a speed and duration value of 1.0, the object will travel 1 screen dimension in 1 second.
Intro +
Orientation
The direction of the effect can be altered by combining it with the 'Motion Orientation' properties.
Intro +
Main Effect
New effects can be created by combining them with the 'Main Effect'.  This can be useful where switching between Intro to the Main Effect would cause a jump, such with a rotation by time of day.

Motion Outro EffectOutro Effect Properties

The following properties determine how the Outro Effect is applied to the object's motion.

Outro Delay
Ranged
This property determines the number of seconds after the 'Intro Effect' has completed before starting the 'Outro Effect'.  This is the time spent solely performing the 'Main Effect' motion.
Outro Duration
Ranged
This property determines the number of seconds it takes for the 'Outro Effect' to complete.
Outro Speed
Ranged
This property determines how fast the 'Outro Effect' is performed.  This along with duration determines the distance an object will travel.  For instance, halving the speed will mean the object will travel 1/2 the distance.  By then doubling the duration, the same distance as before is now travelled but now at half the speed.
Outro +
Orientation
The direction of the effect can be altered by combining it with the 'Motion Orientation' properties.
Outro +
Main Effect
New effects can be created by combining them with the 'Main Effect'.  This can be useful where switching from the Main to the Outro Effect would cause a jump, such with a rotation by time of day.

For details about how to make an object repeat its motion effects, see 'Motion Misc Properties' topic.

Motion Main EffectMain Effects for Object Motion

Below lists the effect styles that can be applied to animate an object during its main presentation.  This main effect starts after the Intro Effect has finished until the Outro Effect is started, as determined by the 'Outro Delay' property.

X-axis Motion
Oscillate
X-axis
(Start minimum)
Moves the object right and left horizontally about its target X position.  It starts at the left-most position and its wavelength is governed by the 'Main Range' property.
Oscillate
X-axis
(Start middle)
Moves the object right and left horizontally about its target X position.  It starts at the central point position and its wavelength is governed by the 'Main Range' property.
 
Y-axis Motion
Oscillate
Y-axis
(Start minimum)
Moves the object up and down about its target Y position.  It starts at the bottom-most position and its wavelength is governed by the 'Main Range' property.
Oscillate
Y-axis
(Start middle)
Moves the object up and down about its target Y position.  It starts at the central point position and its wavelength is governed by the 'Main Range' property.
 
Z-axis Motion
Oscillate
Z-axis
(Start minimum)
Moves the object back and forth about its target Z position.  It starts at the position closest to the viewer and its wavelength is governed by the 'Main Range' property.
Oscillate
Z-axis
(Start middle)
Moves the object back and forth about its target Z position.  It starts at the central point position and its wavelength is governed by the 'Main Range' property.
 
X-axis Rotation
Orbit
X-axis
(Start near)
The object orbits the x-axis at a distance governed by the 'Main Range' property and starts closer to the viewer than the object's target position.  The 'Main Speed' property determines the number of orbits per minute.
Orbit
X-axis
Pause/Turn
(Start far)

The object orbits the x-axis in 4 stop/start stages at a distance governed by the 'Main Range' property and starts further away from the viewer than the object's target position.  The 'Main Speed' property determines the number of orbits per minute with each of the 4 motion stages taking 1 second.

Example: A speed of 2 means each orbit takes 30 seconds, of which only 4 seconds are used for motion.  This gives you 4 stages of 6½ seconds pause and then 1 second turning, equaling the 30 seconds.
Rotate X-axis
Oscillate
(Start minimum)
The object is rotated back and forth along its x-axis.  The angle it's rotated is governed by the 'Main Range' property and expressed as a percentage of a full circle. (E.g. a value of 0.5 will oscillate through 180°)  The oscillation is centered about the object's target orientation and starts at its lowest extreme of rotation.
Rotate X-axis
Oscillate
(Start middle)
The object is rotated back and forth along its x-axis.  The angle it's rotated is governed by the 'Main Range' property and expressed as a percentage of a full circle. (E.g. a value of 0.5 will oscillate through 180°)  The oscillation is centered about the object's target orientation which is also its starting position.
 
Y-axis Rotation
Orbit
Y-axis
(Start right)
The object orbits the y-axis at a distance governed by the 'Main Range' property and starts to the right of the object's target position.  The 'Main Speed' property determines the number of orbits per minute.
Orbit
Y-axis
Pause/Turn
(Start far)

The object orbits the y-axis in 4 stop/start stages at a distance governed by the 'Main Range' property and starts further away from the viewer than the object's target position.  The 'Main Speed' property determines the number of orbits per minute with each of the 4 motion stages taking 1 second.

Example: A speed of 2 means each orbit takes 30 seconds, of which only 4 seconds are used for motion.  This gives you 4 stages of 6½ seconds pause and then 1 second turning, equaling the 30 seconds.
Rotate Y-axis
Oscillate
(Start minimum)
The object is rotated back and forth along its y-axis.  The angle it's rotated is governed by the 'Main Range' property and expressed as a percentage of a full circle. (E.g. a value of 0.5 will oscillate through 180°)  The oscillation is centered about the object's target orientation and starts at its lowest extreme of rotation.
Rotate Y-axis
Oscillate
(Start middle)
The object is rotated back and forth along its y-axis.  The angle it's rotated is governed by the 'Main Range' property and expressed as a percentage of a full circle. (E.g. a value of 0.5 will oscillate through 180°)  The oscillation is centered about the object's target orientation which is also its starting position.
 
Z-axis Rotation
Orbit
Z-axis
(Start above)
The object orbits the z-axis at a distance governed by the 'Main Range' property and starts above the object's target position.  The 'Main Speed' property determines the number of orbits per minute.
Rotate Z-axis
Oscillate
(Start minimum)
The object is rotated back and forth along its z-axis.  The angle it's rotated is governed by the 'Main Range' property and expressed as a percentage of a full circle. (E.g. a value of 0.5 will oscillate through 180°)  The oscillation is centered about the object's target orientation and starts at its lowest extreme of rotation.
Rotate Z-axis
Oscillate
(Start middle)
The object is rotated back and forth along its z-axis.  The angle it's rotated is governed by the 'Main Range' property and expressed as a percentage of a full circle. (E.g. a value of 0.5 will oscillate through 180°)  The oscillation is centered about the object's target orientation which is also its starting position.
 
Special Rotation
Rotate
Z-axis
by Seconds
The object is rotated like the seconds hand on a clock.  This is based on computer's current local time.
For this effect, the speed and range property values are ignored.
Rotate
Z-axis
by Minutes
The object is rotated like the minutes hand on a clock.  This is based on computer's current local time.
For this effect, the speed and range property values are ignored.
Rotate
Z-axis
by Hour
The object is rotated so to point exactly at the current hour on a clock face.  This is based on computer's current local time.
For this effect, the speed and range property values are ignored.
Rotate
Z-axis
by Hour (Smooth)
The object is rotated like the hours hand on a clock and hence smoothly transitions between the current and next hour.  This is based on computer's current local time.
For this effect, the speed and range property values are ignored.
Rotate
Z-axis
by Day
The object is rotated so to point exactly at the current day of the month on a dial evenly showing the numbers 1 to 31.  This is based on computer's current local time.
For this effect, the speed and range property values are ignored.
Rotate
Z-axis
by Month
The object is rotated so to point exactly at the current month of the year on a dial evenly showing the numbers 1 to 12.  This is based on computer's current local time.
For this effect, the speed and range property values are ignored.
 
X-axis Scale
Breathe
X-axis
(Start inhale)
The object's width continuously expands and contracts.
With a Range of 1.0, the object expands to 150% and then contracts to 50% of the object's target width.
Breathe
X-axis
(Start exhale)
The object's width continuously contracts and expands.
With a Range of 1.0, the object contracts to 50% and then expands to 150% of the object's target width.
Heart Beat
X-axis
The object's width pulses like a heart at a rate of 60 beats-per-minute.
 
Y-axis Scale
Breathe
Y-axis
(Start inhale)
The object's height continuously expands and contracts.
With a Range of 1.0, the object expands to 150% and then contracts to 50% of the object's target height.
Breathe
Y-axis
(Start exhale)
The object's height continuously contracts and expands.
With a Range of 1.0, the object contracts to 50% and then expands to 150% of the object's target height.
Heart Beat
Y-axis
The object's height pulses like a heart at a rate of 60 beats-per-minute.
 
Z-axis Scale
Breathe
Z-axis
(Start inhale)
The object's depth continuously expands and contracts.
With a Range of 1.0, the object expands to 150% and then contracts to 50% of the object's target depth.
Breathe
Z-axis
(Start exhale)
The object's depth continuously contracts and expands.
With a Range of 1.0, the object contracts to 50% and then expands to 150% of the object's target depth.
Heart Beat
Z-axis
The object's depth pulses like a heart at a rate of 60 beats-per-minute.

Motion Main EffectMain Effect Properties

The following properties determine how the Main Effect is applied to the object's motion.

Main Speed
Ranged
This property determines how fast the 'Main Effect' is performed.
For rotational effects this is usually expressed as revolutions per minute and can be expressed as a decimal number.
Main Range
Ranged

This property determines the range of motion performed by the 'Main Effect'.
For instance, it defines the distance from the target position an orbital effect is performed.

For effects resulting in a linear motion this is usually expressed as a fraction of a screen dimension.  So for a horizontal motion with range 1.0 its range is 1 screen width.

For rotational effects the value determines the percentage of 1 full revolution.  So here a value of 0.5 will rotate the object through 180 degrees.

For more information, see the effect description to see how this affects its motion.
Main +
Orientation
The direction of the effect can be altered by combining it with the 'Motion Orientation' properties.
Outro Delay
Ranged
This property determines the number of seconds after the 'Intro Effect' has completed before starting the 'Outro Effect'.  This is the time spent solely performing the 'Main Effect' motion.

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