building your own Vox/Johnny Harris style pop up effect on stills in Motion

I'm trying to build my first Motion FX template that I'd like to apply to a bunch of stills in Final Cut Pro. The effect I'd like to create involves having any still image I drop on my Final Cut Pro timeline quickly pop up vertically from the bottom upward onto the screen - Vox/Johnny Harris style. My reason for wanting to create a Motion effect for this is that in Motion like in After Effects you can actually fine tune the bezier easy ease speed which I wish you could do in Final Cut Pro. Maybe Apple will finally give us this fine tuned keyframing ability in their next Final Cut Pro update?


Dylan Bates aka 'the Final Cut Bro' has a great tutorial to achieve this right here:

https://www.youtube.com/watch?v=VuDvh4AfMeU

The only difference is that his example involves sliding a still from the left into the screen and mine would be from the bottom up. But I get completely stuck at this point (03:44min) into his tutorial. In Motion, when I slide the Rig slider to 2 the Effect Source slides to 0 and I have normal motion. But when I slide the slider to 0 and the Effect Source slides to 100, rather than having fast motion, nothing moves at all. I can't seem to resolve this.


Does anyone know of what I might be doing wrong or if there's possibly a simpler way to achieve this effect template?


Thanks very much in advance.


Posted on Jan 11, 2023 9:03 AM

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Question marked as Top-ranking reply

Posted on Jan 12, 2023 2:21 PM

Hi Ninose


Hi Ninose




Let's put this into context before we look at the solutions. 




Motion has 2 branches of parameter animation. 




1: Keyframes: key framing the parameter directly gives us full control over the style of the curve with the keyframe editor - and yes, you can achieve any speed curve you need, like in the AE example. 




However, on the surface, key framing directly does not allow us to publish to FCP to create user controls - like adjusting the start position of the effect, or providing duration controls. If we keyframe a parameter and then publish it ..FCP will just ignore the keyframe instructions. 




2: Behaviors: Routing a parameter through a behavior allows us to publish the behavior controls - so we can have adjustable features in FCP and create duration control




What you have encountered here is the trade-off between key framing directly and routing through behaviors. 




When we animate with behaviors - we are confined to the speed curve range of the behavior and we can not get any more control over it. 




In this case, ramp is the behavior we are using and as we can see, we are restricted to the speed curve provided by the curvature slider. At 0% we have linear - and at 100% we have an ease in/ease out. That is all we can do with the ramp behavior. 




Using the ramp allows us to publish parameters and also create duration controls but limits us to the boring ease in/ease out speed. 




So - where to go from here?




For now, we have to forget about duration controls. Let's just look at how to have full control over a speed curve and still be able to publish it in a way the FCP will not ignore. 




To do this, we will change behaviors from 'ramp' to 'link'. 




Open a new motion project. 




Add any shape layer and duplicate it. Name them layer A and layer B. 




Set them apart...something like this. 







Now add a third layer 





Select the middle layer, go to properties - in the X position parameter use the menu to add a link parameter behavior








In the link source - add 'A' - just drag shape layer A into the the box in the link parameter and name the link so you can tell it apart ..





Now add another link to the same X parameter (parameters are not limited to 1 behavior at a time) and use B as the source





Ok - lets review




When you added the second link and assigned it to B - you should see the middle layer jump over to that location. 




1: Note the order of the link behaviors - B is first in the order - so the B link will override everything below it wherever it shares the same frames. 




2: We can assign competing link behaviors to the same parameter - this is one of the most powerful aspects of Motion - always remember this option. 




Now - in the B link behavior - find the 'custom mix' slider. (Link behaviors have a mix over time control to regulate how many frames it takes for the link to become active - and by default it is set to custom)







Ok - so now move that slider between 1 and 0. See how the B link is giving away control to the A link - and this drives the animation between location A and location B. 




Now - keyframe the mix slider between 1 and 0


Ok - so from here ...you will see the mix slider keyframe in the editor so...




1: You have full control over the animation curve


2: You can publish the X of both A and B to FCP. 


So we keyframed an animator directly, and we can publish the null parameters directly to FCP.




I think you can see the potential from here, and I will let you continue down this path and expre all the possibilities from here. I could write another 100 pages on this topic - but I know that you will discover everything I have discovered as long as you keep exploring. 




We have put duration controls on the back burner for now. In time, if you keep exploring with the link behavior, you will arrive at solutions to create duration controls back into the equation. 


Every time I add youtube links here to tutorials it is picked up as 'advertising' so the post gets removed.


Ok - so I will follow up soon and try those links for you again.


Similar questions

19 replies
Question marked as Top-ranking reply

Jan 12, 2023 2:21 PM in response to ninose

Hi Ninose


Hi Ninose




Let's put this into context before we look at the solutions. 




Motion has 2 branches of parameter animation. 




1: Keyframes: key framing the parameter directly gives us full control over the style of the curve with the keyframe editor - and yes, you can achieve any speed curve you need, like in the AE example. 




However, on the surface, key framing directly does not allow us to publish to FCP to create user controls - like adjusting the start position of the effect, or providing duration controls. If we keyframe a parameter and then publish it ..FCP will just ignore the keyframe instructions. 




2: Behaviors: Routing a parameter through a behavior allows us to publish the behavior controls - so we can have adjustable features in FCP and create duration control




What you have encountered here is the trade-off between key framing directly and routing through behaviors. 




When we animate with behaviors - we are confined to the speed curve range of the behavior and we can not get any more control over it. 




In this case, ramp is the behavior we are using and as we can see, we are restricted to the speed curve provided by the curvature slider. At 0% we have linear - and at 100% we have an ease in/ease out. That is all we can do with the ramp behavior. 




Using the ramp allows us to publish parameters and also create duration controls but limits us to the boring ease in/ease out speed. 




So - where to go from here?




For now, we have to forget about duration controls. Let's just look at how to have full control over a speed curve and still be able to publish it in a way the FCP will not ignore. 




To do this, we will change behaviors from 'ramp' to 'link'. 




Open a new motion project. 




Add any shape layer and duplicate it. Name them layer A and layer B. 




Set them apart...something like this. 







Now add a third layer 





Select the middle layer, go to properties - in the X position parameter use the menu to add a link parameter behavior








In the link source - add 'A' - just drag shape layer A into the the box in the link parameter and name the link so you can tell it apart ..





Now add another link to the same X parameter (parameters are not limited to 1 behavior at a time) and use B as the source





Ok - lets review




When you added the second link and assigned it to B - you should see the middle layer jump over to that location. 




1: Note the order of the link behaviors - B is first in the order - so the B link will override everything below it wherever it shares the same frames. 




2: We can assign competing link behaviors to the same parameter - this is one of the most powerful aspects of Motion - always remember this option. 




Now - in the B link behavior - find the 'custom mix' slider. (Link behaviors have a mix over time control to regulate how many frames it takes for the link to become active - and by default it is set to custom)







Ok - so now move that slider between 1 and 0. See how the B link is giving away control to the A link - and this drives the animation between location A and location B. 




Now - keyframe the mix slider between 1 and 0


Ok - so from here ...you will see the mix slider keyframe in the editor so...




1: You have full control over the animation curve


2: You can publish the X of both A and B to FCP. 


So we keyframed an animator directly, and we can publish the null parameters directly to FCP.




I think you can see the potential from here, and I will let you continue down this path and expre all the possibilities from here. I could write another 100 pages on this topic - but I know that you will discover everything I have discovered as long as you keep exploring. 




We have put duration controls on the back burner for now. In time, if you keep exploring with the link behavior, you will arrive at solutions to create duration controls back into the equation. 


Every time I add youtube links here to tutorials it is picked up as 'advertising' so the post gets removed.


Ok - so I will follow up soon and try those links for you again.


Jan 13, 2023 9:38 PM in response to fox_m

Part 2:


First and foremost — don't ever create a fractional frame rate project unless you are specifically directed to for a specific job. Fractional Frame Rates are OBSOLETE and no longer allowed for *broadcast* by the FCC (in America.) NTSC is dead. Fractional Frames Rates add a *layer* of complex calculations to maintain the timing and timecode... it will give you a headache. Playback speeds have to be slowed by 1% and the rules for running timecode become ridiculous.


You still can create an Effect project any size you want, but for now, the common HD 1920x1080 will suffice. Set the Frame Rate to 30... Set the Length to 10 seconds (should be the default.)


Find the Effect Source > Properties > Position > Y parameter and right click on it. Select Add Parameter Behavior > Ramp. Do not set any out points on this behavior - it should be 100% of the project length.


The Ramp behavior inspector should automatically appear. Set the Start Value to -Height (-1080). Set the End Offset to 270. Play. In this project, that is a 1 second animation. (300 - 270 = 30 frames).


Add Another Ramp behavior to the same parameter (Effect Source > Position.Y). Set the End Value to 1080. Set the START OFFSET to 270. This will ensure that the animation out ends on the last frame of the clip (unlike Dylan's version.)


If you don't like the Ramp behavior, you have two other options: Logarithmic and Exponential. Their parameters are the same as Ramp (except neither has a Curvature option.) Choose which you'd like to match the type of animation you want.



Here is a comparison of how each work (Ramp is set to Curvature=0 or Linear):


Keyframing is antithetical to using effects in Final Cut and restrict variation in timing options in order to KEEP FROM going back to Motion every time you need to make adjustments.


Likewise, timing should not be governed by Build markers. What happens if a user needs to use a clip that's less than 4 seconds? The GIF below demonstrates the effect over 1.5 seconds for each of the five clips (one clip segmented/bladed into 1.5 second pieces.) You can't use Dylan's method for that. Below is a method to have the parameter behavior set for the entire length of the project and setting up the parameters to represent % of length of clip. It **doesn't matter** if the start / end offsets overlap taking into account both animations (in and out) as the values are additive and can actually create an interesting (and occasionally useful) variation (think: Title animations).




Now, setting the timing controls.


If you want the option to set a starting time for the animation to occur, add the Start Offset of the first ramp to a Slider Widget (Rig). Name the widget Start In %. In the widget, the slider and the Start Offset should already both be 0, so move the slider to 100 then set the Start Offset value to 299 (the number of the last frame of a 10 second 30fps project). Move the Slider back to 0.


Add the End Offset to another Slider widget. Name the widget End In %. With the slider at 0, set the End Offset to 299. Move the slider to 100 and set the End Offset value to 0. You now have an End slider that is referenced from the **beginning** of the project, not the end and you can set the length of animation as the value between the Start In % (of length of clip) to the End In %. For 1 second of a 10 second project, set End In % to 10 (%).


Do the same for the 2nd Ramp Behavior. Name the sliders: Start Out % and End Out %. Set the starting setting for Start Out to be 90%.


Publish the 4 sliders as per Dylan's instructions.


This project can be further expanded to support horizontal animations as well as mix'n'match animations... but finish this recipe first!





Jan 11, 2023 7:18 PM in response to ninose

Hi Ninose


I actually asked the moderators to remove my previous replies, as I got quite carried away ranting about off topic issues.


Just to recap - in the end, it was your offsets that were cancelling each other out.


Let's clear up some of the mistakes made in that specific tutorial you were following and add the information that was missing - that should have been there for you.


We first need to note the frame rate of the project. It is set at 59.94 fps - so roughly 60 frames a second.


In the tutorial , the ramp in and the ramp out are set to 2 seconds.


So- each behavior has 120 frames.


@ 4:13 When he says 'that '120 seems to be the route' - what Dylan Bates is not explaining well here, is that the 120 value off the end offset is exactly the 120 frames duration of the behavior.


Remember we count forward for the start offset and we count backwards for the end offset.


In this case - 120 is the max frames of the behavior so from the 120th frame - we minus 120 frames...and we and up at zero - which is why there is no animation at all = the behavior has been given 120-120 = zero frames to run.


Now - when the ramp behavior is duplicated to create the out ramp - there is mistake at this point.


Here - with an out behavior - is the 'start offset' that we should put on the slider.


So - grab that end offset from the out ramp and select 'remove from rig...' - and grab the start offset and use that menu to add to the rig/slider


Ok - so now in your duration slider you will have the end offset for the in ramp and the out offset for the out ramp.


Setting the start offset for the out ramp gives you the accurate timing for the animation out...as the last frame of the out animation is accurately the last frame of the project.


Hope this is helpful.


(keep following Dylan Bates, he has some good ideas and interesting takes on Motion that are worth the time, and if not the most competent with Motion, he does know FCP extremely well).

Jan 12, 2023 9:35 AM in response to ninose

You can control the shape of the curve using Bezier handles in Motion, probably the same way you do it in AE (I don't have AE, so I may wrong somewhere). Just select one keyframe in the Keyframe Editor, and adjust to your heart's content. It does not even have to look like an S. Notice the Bezier handle (that segment with a circle at the end). You adjust the direction, and the length determines how much the curve "pulls" in the direction of that tangent.





Jan 11, 2023 9:23 AM in response to ninose

My reason for wanting to create my own effect for this type of motion on stills is that I tried plugins like AddMotion and mCamRig and didn't like the way they apply that effect to all images on screen instead of just the one you wish to animate. To avoid this you're forced to make Compound clip if you're animating more than one still on the screen. Dylan's effect is much better because when you use it on one image it doesn't affect the other images on screen, so no need to make compound clips.


Jan 11, 2023 7:32 PM in response to rowie302

Thanks again so much for taking all this time and effort to help me rowie302. Sorry I hadn't replied to your earlier post yet because I was still looking at all the great links you sent me. Very much appreciated! I've been following Simon Ubsdell and Jenna Jager for a while now, they're both great. But thanks also for all those other referrals! I didn't know about their work in Motion. A lot to study and learn from with all the great links you sent me for sure.


I'm only just beginning to use Motion. But as a freelance documentary film maker, I've worked mostly with Final Cut Pro 7 then Premiere then FCP X. But my background in visual effects has mostly been with Adobe After Effects, Photoshop, Illustrator, and to much lesser extent Motion.


I'll now study your last message so I can follow your instructions on how to resolve those errors in my project. I forgot to mention that my project needs to be 24 fps rather than 60 fps. Again, very very much appreciative for all your help, rowie. Can't thank you enough for your time and effort, 🙏 🙏 🙏

Jan 12, 2023 7:25 AM in response to rowie302

Hi rowie, thanks again so much for your help. Regarding your explanation for the 4:13 part of Dylan's tutorial, that's exactly where everything was going wrong for me and I'm now able to do this effect correctly in Motion after carefully reading your explanation about what Dylan had not clearly explained in his video.


I'd like to just take a moment here to mention After Effects. In AE, you can animate anything in a more interesting way by ramping the speed of its movement in a Vox-style fast take off/slow landing method using AE's speed graph editor window:


Step 1 - make keyframes bezier.


step 2: stretch handle of ending keyframe to alter interpolation:



The result is you get a more interesting (Vox style) animation speed that goes from fast to slow.


Now in Motion you can alter the speed from this:




to this:



But in Motion I can't figure out how to change the shape of the animation curve (the S-shape curve stays the same it's just shorter) the way I can in After Effects to get that fast take off to slow landing Vox-style effect. Is it possible to do that in Motion?


Thanks again so much for all your help with this topic. I think anyone else coming from After Effects like myself will very much appreciate all the help you have given me in this thread. 🙏 🙏 🙏

Jan 13, 2023 1:45 PM in response to ninose

Hi Ninose,


The moderators have removed my preview replies again for breaking the rules. It seems posting links to youtube tutorials that will help you with your project and to learn Motion is a violation. I don't understand how that makes sense, I have checked the site use agreement and I don't think any of those links constitute a violation, but, it is what it is...so the information i sent for your last question has been removed.


In your last screen shot you had just set up a link ..but had not linked it to anything. That was your issue.

Jan 13, 2023 5:52 PM in response to rowie302

Hi Rowie, thank you very much again for following up with me on all of this. I agree, I don't understand either why they would object to what you posted since I don't see how those links could remotely qualify as advertising. But in any case, I'll go to your channel and post further questions for discussion there. I hadn't replied earlier because I haven't gone through those tutorials yet. But the good thing is that every post you made gets emailed to me from this forum. So even if your posts get taken down, I can review the links you so generously and thoughtfully provided for me. Everything you posted in this thread is going to help so many other people who (like me) want to creat those Vox-style animations in Motion and ideally straight inside Final Cut Pro.


As an aside here, I'd just like to say that Final Cut Pro has so much going for it. For me it's not so much the magnetic timeline I love as its organizational tool. Keywords and keyword collections as opposed to bins are amazing and save so much time. Final Cut Pro can also drill down through folders to allow you to see and find all assets you import. It takes me so much longer to find assets in Premiere with the Search bin and having to open folder after folder or bin after bin after bin. IMHO, it's such an antiquated way of working. And there's Final Cut Pro's film strip mode in the Browser window that allows you to skim through the whole film as though you were looking at a film strip. That's incredible and saves me so much time when searching for a scene. Also the ease of creating surround audio.


There's really so little Apple needs to add to make Final Cut Pro a killer NLE. If they would only just add the ability to fine tune keyframing like you have in Premiere with spatial/temporal interpolation. Also if Motion were as tightly integrated with Final Cut Pro like AE is with Premiere where any change made in AE updates automatically in Premiere. And if only Apple would make keywords and Markers searchable in the Browser Find dialogue box like Notes are. This I don't understand. Final Cut Pro came out in 2011 and those much requested features have never been added, strange. One can only hope. Every week I check macrumors.com hoping to read any rumors of a major Final Cut Pro update coming after years of only seeing under the hood improvements. OK rant over, 😂😂😂


Thanks again Rowie and cheers! 😀

Jan 13, 2023 5:59 PM in response to ninose

Hi Ninose


I only really understand FCP within the context of developing plugins. I'm currently taking a few courses to get up the FCP learning curve myself so I can create content for my business and to be able to better understand the needs of the editors who hire me to make custom templates.


In this specific case, it is fine to fall back to my channel so that I can provide you with project files related to your current Motion project goals. However, outside of that, keep to this forum when you have issues. There are many minds here and people with many different areas of expertise in Motion and many who know far more and I do about Motion, so this is right place to be for the best information.



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building your own Vox/Johnny Harris style pop up effect on stills in Motion

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