Design and animation

Motion Graphics

Typography, motion and precise timing.

Titles, lower thirds, lines, UI graphics and animated cards in Fusion are usually built from combinations of Text+, Shape, Transform, Merge, timing, duplication, trails, motion blur and finishing effects rather than one dedicated 'motion graphics' node type.

A practical technical guide10 topics
FUSION / NODE STUDYINTERACTIVE
FUSIONMOTIONCONCEPT VIEWVIEWERCHANGE THE CONTROLS BELOW01 / 01
Text+Image · RGBA

Creates text with alpha. Set typography, alignment and animation before compositing it over the background.

EXAMPLE CONNECTIONS
  1. 01Text+
  2. 02Transform
  3. 03Merge

Transform → Foreground; background → Merge’s Background

A teaching model of the principle. Slider values are illustrative; native controls are documented in the node reference.

IN THIS GUIDE
Text+STextTransformDuplicateTrailsMotionBlur
01 / OVERVIEW

How this family works

Motion graphics combines families around a task. Separate artwork creation, control animation, duration handling and final image effects.

01 / TOPIC

A workflow style, not one data type

Motion graphics in Fusion spans several systems. A title might start with Text+, use Shape elements for accents, animate through Transform, duplicate repeated elements and finish with Blur, Glow or Motion Blur.

The important skill is understanding which part of the design belongs in which data system, then combining those branches cleanly.

02 / TOPIC

Text+ or SText

Text+ is a flexible raster-oriented title tool for many production tasks. SText belongs to the Shape system and can be preferable when text needs to participate in vector-shape operations before SRender.

Choose based on the downstream workflow. If the text will be treated as an ordinary image layer, Text+ is often direct. If it must live with Shape geometry, SText can keep the branch more coherent.

03 / TOPIC

Shape graphics versus raster graphics

Shape nodes are strong for clean vector lines, repeated geometry and scalable interface-style design. Raster elements are often simpler for image-based treatments and direct 2D compositing.

A polished motion-graphics setup commonly uses both: vector construction where it helps and regular 2D finishing after SRender.

04 / TOPIC

Animation, timing and repetition

Transform nodes provide the basic position, scale, angle and pivot controls. Time tools, keyframes, expressions, Duplicate and Trails can create repetition and temporal relationships without manually animating every element.

The goal is not maximum procedural complexity. Build controls that make revisions easier: one master timing control is often better than dozens of unrelated keyframes.

05 / TOPIC

Reusable templates

For repeated production work, expose the parameters an editor actually needs: text, colors, timing, logo, size and a few safe style controls. Hide technical plumbing behind a clear Macro or template interface.

A reusable design is successful when another edit can change content without reopening the entire Fusion Flow.

06 / TOPIC

Final finishing for motion graphics

Once the main animation is working, separate structural motion from finishing. Keep transforms, timing and repeated elements readable, then add blur, glow, color treatment, texture, grain or subtle distortion as downstream passes rather than hiding them inside the construction logic.

Check typography, spacing and edge quality at the actual delivery resolution. Very thin lines, small type and aggressive glow can look acceptable while zoomed in but fall apart after scaling or compression.

Reusable graphics benefit from exposed controls and sensible defaults. Build the core behavior so a later editor can change text, color, timing and scale without reopening the entire internal graph.

07 / TOPIC

Practical example: a reusable animated lower third

Create the plate and decorative elements with Shape nodes or Background plus masks, create the label with Text+ or SText, and group the visual elements before the main entrance animation.

Use Transform or STransform for position and scale, Keyframe Stretcher or timing tools where a variable duration is required, and keep the reveal animation independent from the final Merge over the plate.

After the graphic is rendered to ordinary image data, add any glow, blur or grain matching and merge it over MediaIn. A clean separation between construction, animation and finishing makes the lower third much easier to reuse.

08 / TOPIC

Modifiers, expressions and time nodes solve different tasks

Keyframes and the Spline editor animate a specific control. Text+ Follower distributes animation across characters; Expression links controls through a calculation; Instance reuses settings. They are not interchangeable image nodes that all belong on one sequence of wires.

TimeSpeed or TimeStretcher selects time in the input image, while KeyframeStretcher helps preserve defined intro/outro intervals when template duration changes. Align Source Start/End and Stretch Start/End with the animation, then test short and long clips. A very short clip may leave no room for the hold interval.

09 / TOPIC

Test artwork with real text and the delivery frame

Test a short label, a long surname, two lines, Cyrillic, numerals and a missing font on another machine. Give multiline text a deliberate layout and padding; scaling the entire composition does not fix a panel whose width was calculated incorrectly.

At 24 fps, rapid moves and thin lines may strobe. Check timing and easing first, then motion blur on the operation that creates the movement. Recheck composition and safe areas when moving from landscape to portrait. Judge final antialiasing after SRender/MediaOut at full resolution.

10 / TOPIC

Animation motion blur versus an optical-flow effect

For artwork animated inside Fusion, first use the built-in Motion Blur in the Settings of the tool creating the movement, such as Transform or Text+. That calculation uses the animated controls. Set quality, shutter angle and sample placement in relation to that motion.

The separate Resolve FX Motion Blur estimates movement in existing pixels using optical flow. It can fail around occlusions, thin lines and rapidly changing text. This is a different method; do not automatically append it to every title as a substitute for the animated tool’s motion blur.

02 / DECISION TABLE

Which node to choose?

Node / groupTaskCheck before using
Text+ / FollowerText and character animationFollower is a modifier, not an image branch
SText / SMerge / SRenderVector compositionShared motion before rasterization
Transform / STransformAnimate position and scalePivot, easing and built-in Motion Blur
KeyframeStretcherDuration while preserving intro/outroSource and Stretch ranges
TimeSpeed / TimeStretcherInput-image timingRange, hold and speed
03 / REAL WORLD

Three working setups

01

Lower third

SRectangle + SText → SMerge → STransform → SRender

A shared STransform moves the block; SRender output then feeds Merge.

02

Character reveal

Text+ (Follower) → Merge (FG)

Follower distributes control animation across characters; the plate stays on BG.

03

Variable-duration template

Animated graphics → KeyframeStretcher → MediaOut

Check Source/Stretch ranges, the shortest clip and long text.

04 / WORKFLOW

A dependable workflow

  1. 01

    Define the visual hierarchy and decide which elements need to remain vector or procedural

  2. 02

    Create text and shape elements in the appropriate Fusion system

  3. 03

    Animate with a small set of deliberate transforms and timing controls

  4. 04

    Use duplication, expressions or trails when repetition should stay procedural

  5. 05

    Render Shape branches only when they need to join the normal image pipeline

  6. 06

    Finish with motion blur, glow, color and clean 2D compositing

  7. 07

    Expose only useful controls when packaging the result as a template

05 / TROUBLESHOOTING

What usually goes wrong

Animating every repeated element manually instead of using a repeatable control structure.

Using Shape or 3D systems when a simple Text+ and Transform chain would be easier to maintain.

Rasterizing vector elements too early and losing flexible shape-level control.

Adding Glow, blur and motion effects before the basic typography and timing already work.

Building templates with dozens of exposed controls that an editor should never need to touch.

BLACKMAGIC DESIGN / REFERENCE

Continue with the official guide

Examples explain the connection logic. For the exact controls and availability in your installed version and edition, use the corresponding Blackmagic Design manual.