How to animate map route with multiple stops?

I want to animate a route on the map, but with stops along the way. For instance, I'd like to show the animation of the route up to the first stop, then cut to video of the site. Then go back to the map and continue the animation to the next stop, etc. etc. So... would I have to make a separate animation for each segment of the trip, and export them individually to FCPX?

Posted on Apr 2, 2018 8:08 PM

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Question marked as Top-ranking reply

Posted on Apr 3, 2018 11:22 AM

All you need for a project like this is a map, a line and a marker - and a way to move the marker between any two points using published parameters. You can then display whatever portion of your route you need, put a scene in, add another instance of your map path generator (or title) and keyframe the next portion of your progress, add another cut scene, etc...

Here's a demo:

https://fcpxtemplates.com/ngtopics/MapPath_sm_264.mov


Import a map and trace your route with a Bezier line.

To make a location "ping":

Draw a circle and center it in the canvas. Duplicate it and change the settings to Outline (no fill).

Create an emitter.

Shape: Point

Set all Emission parameters to 0

Birth Rate: 2

Life: 0.5

Speed/Speed Randomness 0

Set Opacity over Live to a white to black gradient

Add a Behaviors > Particles > Scale Over Life

Scale at Birth 100%

Scale at Death 250%


***Clone the emitter group*** (cloning is necessary because if the emitter moves, it will "leave" particles at its immediately current position, by cloning, all animated particles will maintain their relationship with the position of the emmiter!!)


To the Clone add:

Behaviors > Basic > Motion Path


(note: Motion path's Speed > Custom parameter is, in my opinion, completely broken, so)

Set the Speed to Custom

KEYFRAME the speed. Set the playhead at the beginning of your project and set a keyframe at 0%

Move the playhead to the end of your project and set another keyframe at 0%.

Go to Behaviors > Parameters and add a Custom behavior.

To the Custom Behavior > Add Parameter > Behaviors > Motion Path > Custom Speed.

By essentially "killing" any default animation in the Motion Path, we can override it with the Custom behavior.

Right click on the Custom > Custom Speed and Add Parameter Behavior > Link.

Drop your Map Path into the source well for the Link.

For the Source Parameter > Compatible Parameters select Object > Shape > Outline > Last Point Offset.


Select the Math Path and Publish the First Point Offset and Last Point Offset.


You can use these published parameters to set a starting position for you path, and keyframe an animation from the First Point Offset to the Last Point Offset.


To preserve timing, you should determine how long you want the map animation to play and create a project of that length. Use a Build In Mandatory marker placed at the end of your project to force consistent timing. [No layers can be selected when you create a build in marker. Open the timeline editor, place the playhead at the end of your project, type 'm' then command-option-m and from the popup, select: Type: Build In - Mandatory.


If I left anything out, or I skipped over something, let me know ...


HTH

4 replies
Question marked as Top-ranking reply

Apr 3, 2018 11:22 AM in response to rrd3

All you need for a project like this is a map, a line and a marker - and a way to move the marker between any two points using published parameters. You can then display whatever portion of your route you need, put a scene in, add another instance of your map path generator (or title) and keyframe the next portion of your progress, add another cut scene, etc...

Here's a demo:

https://fcpxtemplates.com/ngtopics/MapPath_sm_264.mov


Import a map and trace your route with a Bezier line.

To make a location "ping":

Draw a circle and center it in the canvas. Duplicate it and change the settings to Outline (no fill).

Create an emitter.

Shape: Point

Set all Emission parameters to 0

Birth Rate: 2

Life: 0.5

Speed/Speed Randomness 0

Set Opacity over Live to a white to black gradient

Add a Behaviors > Particles > Scale Over Life

Scale at Birth 100%

Scale at Death 250%


***Clone the emitter group*** (cloning is necessary because if the emitter moves, it will "leave" particles at its immediately current position, by cloning, all animated particles will maintain their relationship with the position of the emmiter!!)


To the Clone add:

Behaviors > Basic > Motion Path


(note: Motion path's Speed > Custom parameter is, in my opinion, completely broken, so)

Set the Speed to Custom

KEYFRAME the speed. Set the playhead at the beginning of your project and set a keyframe at 0%

Move the playhead to the end of your project and set another keyframe at 0%.

Go to Behaviors > Parameters and add a Custom behavior.

To the Custom Behavior > Add Parameter > Behaviors > Motion Path > Custom Speed.

By essentially "killing" any default animation in the Motion Path, we can override it with the Custom behavior.

Right click on the Custom > Custom Speed and Add Parameter Behavior > Link.

Drop your Map Path into the source well for the Link.

For the Source Parameter > Compatible Parameters select Object > Shape > Outline > Last Point Offset.


Select the Math Path and Publish the First Point Offset and Last Point Offset.


You can use these published parameters to set a starting position for you path, and keyframe an animation from the First Point Offset to the Last Point Offset.


To preserve timing, you should determine how long you want the map animation to play and create a project of that length. Use a Build In Mandatory marker placed at the end of your project to force consistent timing. [No layers can be selected when you create a build in marker. Open the timeline editor, place the playhead at the end of your project, type 'm' then command-option-m and from the popup, select: Type: Build In - Mandatory.


If I left anything out, or I skipped over something, let me know ...


HTH

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How to animate map route with multiple stops?

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