IBC2017 Rewind: Simon Russell – Syncing with the Sound Effector / That Syncing Feeling

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hello so I'm gonna be talking a bit about the sound defector and the new sound effect but it's also going to kind of go into a kind of deeper dive into some expresso stuff yesterday I did a presentation and it came up about 20 minutes short so I added some more stuff so if it all starts to go weird and dreamlike and rambley and deep at the end then y'all know why because I haven't rehearsed it so I'm a freelance animation director motion designer fede generalist whatever you want to call it and I really like doing kind of visual music and synching so well this is my reel just to have an idea of what I do [Music] so this is him this is black Camaro I worked on last year [Music] some more audio projects music visualization [Music] [Music] [Music] okay there's the mandatory real so this is an animation I did for max on just to showcase some of new sound effect abilities Glenn showed it briefly before but in case you haven't seen it this is it so the idea really is just to isolate each musical element and show it and the concepts I guess is just make it really clear because quite often you see quite fuzzy kind of interested in trying to make it really explicit relationship so yeah briefly I'm going to talk about kind of the bass drum the pulsing thing that ran through the middle of it and a lot of I did in expresso rather than using mograph normally and this talk could be kind of using the sound effect without mograph in a way and looking at the EQ spline and then looking at more expresso using the point node using the iterators which are kind of this is where it starts to go a bit deeper and it's more like doing mograph in expresso and then I've just added on some more stuff at the end in case I go way too fast okay so first I'm just going to look to a really quick overview of a new sound effector so I've got some clones here I'm just going to drop the sound defector in and then it wants to sound so you load up a WAV file or an AI F and if I just press play you've got just a very simple kind of EQ these are low frequencies VZ or high frequencies if you put this probe over here it's just gonna pick up a low frequencies if you put it up here it's just going to apply them to the Clones air so I'm just gonna select it I'm gonna put it over the base and then so one thing I found as well oddly is if you have if you have the EQ in the viewport it slows it all down a bit so maybe that's something there tidy up so that's not that interesting of a moment it's got a couple of different modes for peak mode which just beats reads out the highest bit of a waveform but average takes an average of a waveform but I'm gonna put it into step mode and pull it along a little bit and then this gives us maybe a little bit more kind of what we're expecting to make a basic kind of EQ let's do this scale it up and then also there's if you in most clone effectors as a color mode so I'm going to turn that on and of a moment that's just reading the frequency so the graph is just reading a low frequency to high frequency doesn't do a lot but if you put it into volume mode adds of volume increases you'll see the gradients going the other way on the graph it kind of powering pieces you see it being applied to the clones so let's go back a little bit and if we go to peak mode which looks a little bit dull where it becomes interesting is if I I can duplicate the probes so now I've got two probes so one's the low end ones the high end and it's iterating through each probe at the moment which isn't exactly it's a little bit confusing so if you want to see what's going on better turn it to distribu so we've got the base and then we've got a high hat and then each of these probes can be in a different mode so for high hats could be in say step mode so it's kind of it's it's endlessly kind of tweakable and you can kind of you can keep diddling and kind of until you've got exactly what you want it also goes into blend mode so it blends the values between the clones it's kind of got three points but that's just a really quick overview but it is it it doesn't seem like a huge change from the last sound effector but just four probes and the visual nature of it just make it just a lot more fun to use a lot clearer okay and also you can put a little bit of decay on there just to soften it up okay so that's a quick overview then we're going to just look now with this kind of base object that's going up and down the middle and I'm just going to show you how I did that and why I used expresso so if we have a look this is probably where are we this is probably how you'd expect expect it to be done so we've just we're just highlighting the base up there we're just scaling it up and it's just a little bit of decay and it's got color mode on which is which is all good kind of thing but I didn't do it like that because you know I just like to be difficult but by using express own you can you can link it into far more things and I try and show you why and and how I did it hopefully so if you don't know what expresso is it's it's literally just about let me just move that across it's literally just about creating relationships of just linking one thing to another so I'm just gonna put an expresso tag down and just move it up so what I'm going to do is I'm just going to link this null to the radius of this platonic so I'm going to drop the platonic in and I drop a null in and then I want the radius of a platonic so I drop it on the input side and I won't say the Z position I'm gonna drop on to the output side and I just drag it across and now when I move this is linked and so it's all about relationships and you can create pretty well any field in cinema 4d you can link the thing about mograph is you're kind of limited the number of things you can do is is kind of fixed but with expressed so you can you can link almost anything and that's why I use it and then you can put say if I put a math node in there I'll link it so I could multiply or divide the two sums so I could put say math node and then divide by four so now when I move my null it scales up a 1/4 of a scale it would already so you can start to build all sorts of kind of automated relationships and again this is a slightly more complex one I just put together to show you so I'm feeding in a time so that's just a number which that will increase and then over time will just pull this null across so it's just feeding into Zed position and then the null just feeds into a trigonometric node which is literally a sine function so you put in an increasing set of numbers and you get a sine wave out so that's going into my radius I drop an absolute node down here just to make sure it's always a positive value so instead of -1 it just stays above above zero because a minus number in a radius won't work and that's it and it's kind of when you first look at expresso you kind of go well how how do you know about all these nodes and how does it work and stuff but literally just go through the manual go through go through Cinna versity and it doesn't take that long just to kind of just to learn and it's a little bit dry but it's it's worth it read the manual is that tip so where are we so this is something I did just on the plane on the way over I just took this example kind of thing and then I just started linking up so it's no keyframes at all and everything's just linked to everything else so it's just you're just affecting scale you're just affecting radius you're just pulling everything in and it makes it it makes it really nice because you could just end change the speed of one thing and the whole whole system would be affected and it's kind of like create a big kind of working clock and it's just a fun thing to do so this is were set up for that and it looks super complex but it isn't you're just adding things you're just pushing the time into things you're multiplying things and once once you get used to it it is actually a really creative way of of working and then you don't just have to work and Express so you can just link it to mow grass you can link it to all your parametric effects and extruders and everything else and it just it just really helps you get to a slightly lower level of a program which helps you do kind of more powerful things but let's go back to the base about the base so this is how so let me get my UI sorted out so this is how you do the X in expresso so I want a sound effector in fact what I might do is I just grab a sound effector from there and turn it on and check it's working yep so I've got my sound effector and I've got my sphere that's pretty much what I need I'll just put an expresso tag on there and then I want my sphere and I want to affect the radius so drop it in there I want my sound effector and to read a sound effector there's some just down here there's some motion graphic nodes no just pull this up a little bit and I just want the sample node and that will just basically read an effector so I'm just gonna pug my effector into my sample mode and then I'm just gonna pull out the strength ie how much it's affecting anything stick it into the radius now that is working but my sphere is absolutely tiny so what I could do is I could just put a multiply node in there which would be one way of solving it but a slightly more powerful node or much more powerful node is the range mapper and you'll use this all the time if you use expresso it just takes one set of values and transfers them to another so you could kind of show you so you've got kind of your input which is naught to one at the moment and then I could make that output to say 15 to a hundred oh so it the smallest size it go would be 15 and the largest is 100 so it's reading the delay from the effector but I'll show you so that's that's basically it now I am running through expresso doing much the same thing as Y as you would do through mograph I just put delay effector underneath and then you can use effectors in point mode so I just turn that on and that can create a little bit of delay which is quite nice I can also some kind of alarm I can also affect the color or I can affect anything but I'll show you the color so I got my sphere put my display color on there so color is a vector which means it's got three digits and the output from the sample effector is just a real or a float so it's only got one digit so I just need to convert it and so real to vector so I'll just plug actually my vector in here so now I've just got a vector which is RGB or XYZ so just to show you so X is my red so now it's red and then I could make it white by putting them all up so I'm just controlling color just with numbers it's a list to plug my strength into the red and I'll make me zero and now now I'm controlling the color of expresso and I can do what I want I can create any mathematical relationship or any relationship I want within expresso for example okay another mathematical thing I will I will affect via the blue channel so I'll go to subtract maybe and then I'll take one minus four strenght for this put it into the blue channel so it'll be blue when it's small so I mean that's quite cool and quite interesting but it's actually a more difficult way to do something you could mograph but where it kind of gets interesting is say if I put a light in in here and I want to actually control the light as well and it's really easy you can see where I'm gonna go is just put the light in grab the intensity and I'll probably want a range mapper as well and so let's make this point for to say - and then I'm just going to link it up so now as a base kicks the light gets brighter which would be quite difficult for you to do in in mograph and as I say you can link it to anything as I keep saying so this is really useful because when I actually did the animation I linked the lights come on at the top I've actually linked to the lens flares and they actually control the number of particles just popping out here so it's kind of you know it's useful because it helps me just feed into other things you know summer looks so nice pay that down another thing you'll notice as well with a bass is it's kind of going up down one two three four up and then down two three four down two three four and then I mean you don't have to do everything by it expresso so here we go although you could so I just keyframe do this so say keyframe position down here keyframe Y position that's just like that and then I know the cycle is a fifty eight beat cycle so I put another keyframe there run one keyframe there and then just as its up its peak here so there's my F curve and I want to create it kind of slamming slamming down so I'll just tweak it a bit and then you can just loop or repeat any kind of keyframe value you just highlight I like the value in here in the timeline and then just put afterwards repeat and then put a repeat a hundred times so now where are we so that's just going to that's just going to loop forever it's kind of might be worth knowing if you're doing music kind of base stuff or stuff it requires a lot of accurate timing you can highlight any value say here and your key time could be something like fifty eight point one or point zero eight and that doesn't make that much difference kind of usually but if you just keep looping that cycle it becomes quite a lot so if you're looping something over a whole piece of music it'll slide out but you've got a kind of float value in your time but undo that so something else which is quite interesting I think is and I use a lot is if I highlight my keyframes here I can and this works in any field and I can do basic mathematical operations in in v's boxes here so I could do if I put an X and that just take the current value and then I do times say free and if you watch for curve is being multiplied by three so it's three times as high is amplified bang-bang so it's amplified via the values and that's that becomes very useful if I forgot a little example here doo doo doo doo doo so if I select all of these circles venom of radius I could do X divided by four and so it just divides radius of all of them by four or I could do something simple like X plus you know a hundred Oh actually no I can't do that I don't want to do that say in the say in the Y position I could do X say plus 200 just to push for more love and I just find I use it over time and if you get your head around it just it's just pluses minuses times and this is a yater tip most things we've a kind of later autumn clapping at some point you can also do more advanced things so you can do random so I'll show you the number what the numbers is it says it looks just in your object browser and if you type in num it'll go that's zero one two three it'll just give you the number it is in order in the object browser so I just do num times say 50 and it put them in the line I to say num num times 300 I'll make it a bit clearer so if we look at each one it's done zero and then 300 and then the next one to be 600 so that's that can be quite useful and you can also do random functions if you if you're feeling sadistic so that could be rnd times none you know times form and times 50 or something and just in the Help section just looking formulas and there's a whole set of universal formulas you can use in cinema and you can use those but mainly I just use kind of pluses and minuses and basic stuff and it really does help with workflow it's genuinely useful okay so the next thing I'm gonna look at is just to turn it down it's just this little thing hidden behind a UI there we go so this little kind of EQ a little skirt thing so I'm just going to show you how to build that and that's just taking the kind of just wave fume form over EQ of a whole piece and and I'll just show you how that's made so this shows you roughly so I've got just a landscape object and I've got a sound effector and I'm just going to load my sound put in some minimal techno because we're in Holland was that more German I don't know and I'm gonna put it cross and I'm gonna put it into step mode and I'm just going to just put it up a bit actually and what I need to do is a put it onto point mode so now so now my effect so without using any mograph really I don't know if it's technically Mogo up and on so it's affecting this geometry and so you can apply that to kind of almost any object like a bit delay affection point node in there and start playing with that so if I can actually stop it there we go so I'll just delete that so do exactly the same thing with a spline it's just a circle and then I'm just going to grab my sound so grab some minimal techno pull it across again and you've got this kind of logarithmic slider here and that doesn't change anything of the out purpose it just displays the audio in a slightly different way which is sometimes easier to see and then I'm just gonna put it into step mode again so and so that's pretty much that's that's the basis of it and then what we want to do is we just want to sweep at sweep nerd and then I just use an N side so I tend to use n sides a lot more than circles because you can very much more explicitly control how many polygons and you've got in your setup slopes so there we go actually I want to make sure that's under the circle so now we're just sweeping it which is fairly straightforward but also I want I want the pulse of a music to affect how fat or how wide for insiders so it's got a bit more audio responsiveness so it's similar to what we did before when my inside I want my radius I want a sample node to sample the effector and I want my effector so just gonna plug it in object and then again I'm just going to read the strength off I'm gonna plug it in and you can't you can probably see you might not be able to see on line but it's working but it is but we can just use a range mapper to make it more explicit and so we can actually see what we're doing and control our results so let me plug right in so my incoming range is naught 2 1 and so my out coming range say let's make that 5 to say 20 and you'll hear the music is kind of tedious as as a dance music track can be is that your face and a hi-hat and I did this because I with the actual example it had a more complex tune with echoes and filters but I kind of just did a really simple version for the sound effects are to use and really if you want to do good sound responsive stuff you need to take the audio and kind of break it apart or have the actual layers otherwise it'll just be a mess his audio is surprisingly dirty as it were and then like for example we could just change that maybe to 20 to 5 just to invert a relationship so now as it gets louder it gets thinner but let's not do that ok so I want to change the color as well so I'm actually going to use a bit of mograph put it in a cloner object I just want one clone or object and to make it duplicate my sound effector I'm going to turn off a position and I'm special color mode is on I'm gonna make sort of a color mode is on to volume and then I'm just going to drop that into the effector so now I'm just using it to control the color so it's kind of you know that's starting to link things together and it's as ever it's just about being playful linking stuff up and just kind of then you could trace fat you could clone onto that you could clone these you could you know you can that's I guess the thing about cinema you know if you use it you can just you can keep playing and that's very interesting things come up interesting relationships so that's cool so what we've also got this is way I start to get a little bit more a little bit more advanced we've got this kind of skirt thing which goes around the bottom and so that's a bunch of kind of splines attaching one circle to the other so I'm just going to show you how how I did that and we're getting into a realm of iterators and they're they're nodes and expresso which are what they're kind of like loops in programming or BEC very much more like mograph so they're just dealing with lists of objects kind of thing and that's I think that's a lot more mograph is behind the scene is processing just lists of objects multiple times which you're clones but anyway so let's have a look at how we do that so spline joins so I've just got still circle I've got my animated circle over bottom and I've just got a little simple line here let's just have a look we have two points and I want to join the top points of a top spine button points would bottom spline and I don't want to create a load that go around the edge so if we just have a look there's a little tab with the structure menu now if you don't know this any editable object will have just four points and it will have just four position value of each point and so if I change I can just type in here say change up to 5000 come try and type 50 I'll type 50 and it will just move it if I move it around you'll see the value changes I put it back and then you always with programming type stuff and expresso you always start counting at zero so it's point zero and one so there's the second point you can move that around or whatever now what you can control this in expresso through something called the point node so let's do that let's grab a point node and then the point node we want to know what its operating on so you grab the line and you just link it up to your point note so now it's working so your point node will go okay I'm using point index zero or you could switch that to point index one and you can you output a position or you can you can feed one in so let's just feed one in I'll open up my point position port so this is going to control point zero and then I can just where are we hopefully just move that around via via expresso right so that's cool but what we actually want to do is we want to link it to a point on this still circle so it's just gonna be a lot of repeating now let's just make this a bit bigger so I'm gonna grab my still circle I'm gonna grab another point node and a connect them up so now I'm going to feed out the position to feed into this node so point position point zero of a still circle and I'm going to feed it into point position zero of a line so hopefully and let's have a look okay that's not visible yeah let me just I've done a mistake bear with me so both points were over each other but it's still working so if I just move my still circle around now and then you'll see the point is connected so the point node is driving one position two point zero of that line and then you might guess what I'm going next I'm just going to repeat again so I'm gonna grab my point node and then we grab the animated circle because I want to grab a point off your animator circle plug the object in and then I want to control point one now of my line drop that in and then I'm just gonna drive it again drive drive drive so now both points are connected so that's more or less it it's not quite working yet I just want to make sure I take used to form points so it does the calculation so now I've got one line one simple spline joined up to two moving points and this is this turn off this exact set up is really useful for a lot of UI things for creating kind of webs of connected things and you can use it with curved bays and things and is kind of you're getting into the area of a trace object but just a much more succinct way of doing it and as well if you're looking at this kind of going that's really counterintuitive and weird and I kind of don't like it I just want to stay out there it is it's strange to begin with but you will get used to it and it'll start to it really will start to make sense and become just a playful normal way to kind of work so that's fine and we've got one line and then we actually want to do say 64 lines kind of thing and that we don't want to duplicate this whole set up 64 times we can use we can use the iterator nodes of a hierarchy nodes of your linked list of an object list about all much much the same thing they just take a bunch of objects and output them so I'm going to show you that so copy and paste and I grab my clone oh where are we and then I am just going to clone it 64 times so I've got 64 lines so there's my 64 lines I'm just going to make that editable and then because I like being neat you should always try and be neat especially if someone else is going to use your project and for yourself be neat honestly it benefits everyone is for the global good so now I've got 64 lines and I'm just going to use I could use a number of nodes I've just suggested so if you have a look in expresso these are the iterators so I'm just going to use an object list so as expected it's just a list so you just put your objects in there and then lock it to the UI I'm going to select everything under there just using middle-click then I'm going to drag all my lines into there now already that node every frame that's outputting or 64 of those lines it's already doing that it doesn't look like it's doing a lot so you're not doing anything with them but it is doing it so instead of using this line let's use all of the lines so let's just plug in my instance there so now all of the lines let's have a look all of the lines are going to point zero of a circle so it's working thankfully and then I'm going to just link it in to the bottom note I've made my UI too small if i zoom up and then I'm gonna link them in to the object so now so that isn't working so let's try again so now all of my lines in exactly the same position they're all linking between point zero there and point zero there which is we're getting to where we want but not quite now where these kind of object lists can start to get really powerful is just in something called object index so let's just drop that down I'm going to plug my object list into it and to see what it's doing I'm just going to use a node which is really useful for seeing what you're doing I'm just going to put the index in Printz a console and then I'm gonna go to script and then I'm gonna get my console up I'm just going to clear my console and then I'm gonna go forward one frame and that prints out everything that's coming out of a node it's a little bit hidden away but it's very useful like in expresso you will want to debug things it's sometimes hard to see what's going on so using printer console using your result node using your spy notes just to see what's going on because often it is working but the scale is far too small or just something something odd is happening but so what what this is doing is it's just printing out a list of numbers and it doesn't seem that useful but that's where the real power of a set up comes from that's where all feeds from so that index I'm just going to feed right into the point index of both of the circles so just the first one and now it's going around it's going spline one I'm going to link to point 1 because it's all part of the same network it's all just a loop it's all the self-contained loop so you can you know and then I just need to do the same thing again and hopefully I put it into point index where are we so now it's all linked up so that's doing something but I mean you almost certainly could do it in mograph in a certain way probably but tracers round and I don't know actually and I don't know use the line somehow but this is a really powerful way of working once you start to understand the iterators and what they do you can start to kind of glom on to your mograph stuff and you can do more kind of customs tweak things that you wouldn't normally be able to do and you know you might not use it a lot but in for certain problems you have to use it so that's kind of a brief introduction so I'm going to show you another project so there's an introduction I did music Audio is driving a kind of a similar circular twenty cubes and then it's Terry's concentric rings going outwards and they're kind of offset time offset counts down as we go further out so it creates image was kind of official going outwards but it's really just a series of rings counting down I didn't actually do this in cinema I did it in buddhini because got really really nice kind of audio toolset but I did bring it into cinema to render using X particles and whoever its point cloud plug-in we actually scanned went into the forest scanned these forests and rendered next particles and he says you know you cheap cinema might struggle with a twenty three million point point cloud but just using the plug-in is absolutely fine so I got asked if I could do something similar to that as is often a way of work you make one thing and then people want it again but if I could do something similar in cinema and I kind of scratched my head for a bit and eventually kind of a way but actually too late for the job but I'm going to show you how I did it so I've got a circle again circle we're friends and then I'm just going to make an Alembic out of that so if you don't use Alembic you probably should be because it's just a format you can export out cinema and bring in and you can put huge amounts of geometry into it and then bring it back into cinema and it a playback really fast it's like pre-rendering something or something like that but it's it's so useful so let's go to Alembic ring G and then I just check my options I think that's why I'm gonna merge generate it just make sure I've got curves turned on export it delete all this and then where are we bring back my Alembic ring which one is it yesterday today where is it okay well I'm just gonna grab any one of them I think it should be okay okay so there's my EQ ring so I can create loads of these and it's still playback fast so basically what I want to do when they get bunch of these rings and then I'm just going to use the start of animation offset so I'm going to so the ones in the middle play first and then as as you go out further a play later and later so I'm going to show you how I did and you would think maybe you could do it put two of them in a cloner adjust the start of animation put it in blend mode unfortunately it doesn't work I don't know why but it doesn't be nice if it did okay so I'm just gonna clone meas again so let's say make 31 of them or whatever number you want and then make it editable and then let us put an expresso tag on here and then so this time I'm going to use a hierarchy node it's a lot like the object list node I used before but it's a little bit more sophisticated and a little bit more scary but it's actually fine if you know how to use it but it's one of those ones it took me a really long time to kind of get my head around but so there's my hierarchy node and it's already got this the null in it and basically what it's going to do is it's going to read everything under that null that's what this little path does down here and you can you can set up quite sophisticated relationships with it so it could read every child of every third one or whatever but we we don't need to do that let's just use that and then we want to grab our animated circle and we want to just make sure we grab these stars of animation off certain okay and also we're going to grab the scale as well if I can go back okay so we want our object index as well object index so now I'm pumping out all of the objects and I'm going to pump them all into this object here so let's go to object and I'm also going to pump the index just into the scale so now that's just going to spread them all out so the first set of circles be scale zero second one one two three four and so we're just gonna scale up I mean if I press play plane right I think something's gone slightly wrong let's have a look so my start of animations on sixty two I'm just gonna make it zero so actually does something and so so that all they've all got the same start time it's kind of giving us kind of what we want and the frames per second is still pretty good even though verse thirty objects in each of 64 points it's not a lot actually but you know it's a start it's okay it's still going quite fast so now if we just put in index into the start of time press play again so each one's got different start time you'll be surprised to know it is working but it's not going out fast enough for inner ones are starting fast enough but they're not getting to the outside fast enough so we can just put a math node in and so what it's actually doing is is outputting in in start of animations looking for seconds and we really want to in frames we want it to step up once every frame so let's just divide it by 30 because we're at 30 frames a second let's index in and fill it to start of animation and then divided by 30 so now now we're getting what we want so it's starting in the middle and is emanating outwards and that's that's pretty cool and it's kind of creating a sound wave look what's really nice about the hierarchy node which you don't get in the other nodes is it'll automatically read what's underneath it so what I can do is I can let's just duplicate this up and then duplicate it again so we've got how many nodes we've got we've got we've got 90 we've got 93 now hit play and it's still running it's still fine we're going at 45 frames a second you know it's is that's the nice thing about Alembic as it can kind of move your drama tree around we're still in real-time and that's that's quite a few points it's quite nice it's quite a nice way of working and so there we go so something else which is a nice way to control this so we know we've got how many was it say 93 points so we can use the range mapper again and let's drop that in between and let's drop it into scale so we know our input is going to be from naught to say 93 I think it was and then now we want our output may be to be a hundred so we're kind of back where we were let's go there so now we don't just have to use this linear relationship we can use a spline relationship so now I can kind of create a curve create something a little bit more dynamic on how how it moves so now we're kind of a bit more spread out in the middle ok create like an S Bend like that and I know it's gonna it's gonna speed up and then kind of slow down as it hits the outside just because of how they're placed and it's kind of creating that creating that movement and that kind of that would be I I don't know how you do that in mo graph just by itself and this is you know what you get from kind of going under the hood a little bit more so what you can do also another way you can kind of automate things let's get rid of some of these splines and so now now it's not now my spline my range map is a little bit messed up because my inputs and outputs are wrong but I can automate that as well so my input upper so now I've got fifty seven elements so the range map is not quite right but this has just got a count on it and then if I can put that into my input upper then it'll automatically adjust no matter how many splines I've got under there the system will always react so you can start to you can start to create tools and quite often when you kind of open up something someone's made out of Express I have it I have a billion lines and connections and look look horribly confused often that's just someone creating kind of a nice easy user interface quite often is just quite a simple ish idea kind of just hidden under the surface that is roughly where my actual presentation ends or should end but I've still got there's anyone for max on here listening today I don't know I might carry on a little bit with some other things so this is kind of going off script a little bit so let's have a look so something else but you sometimes want to do in expresso or with music animation is have so instead of just something reacting to the beat and going up and down kind of like that you want it to each time to kind of move a step on so you want cumulative behavior so let's have a look so that's kind of what we've got that's just reacting to the base reacting to the baseman and that's that's just our expresso as we would expect to find it so we've just got our sound object going into a sound Paul going into a range map or going into position but what we actually want to do is we want to take the previous position where it was in the last time and add that to the new kind of input coming in it's kind of like a loop it's adding on each time you want to you want to store store the information somehow and it's quite it's quite simple to do so I'm just going to grab my sphere in and what are we using we are driving our Y position so I'm just going to grab the Y position again and creating another instance of my sphere then I'm just going to get ad and then I'm just going to add its current position where are we to its new position so I'm just adding the two and hopefully if we have a look mmm are we so it's just moving up now so it's just adding on to a previous position if I stop it it's not going to return to zero that's one of the strange things about expresso or different things it starts to get a little bit you know you're going a bit deeper so it can start to do some slightly odd things so again push push push push and that's kind of how you can create kind of just rotational relationships as well so so I've just got a platonic here and literally I've got it it's B rotation and then it's adding one or point zero to each time and then putting it back out to its B rotations for every frame it's going to add that together so that's that's just going to create a rotation it's just moving by that increment so that's kind of it's almost a very basis of kind of animation and you know it's a little bit odd to begin with but you can you can do some interesting things okay so this is another little set up hopefully I've got time to show so what I've got is I've just got some nulls in a cloner I've just got a random effector on noise mode rather than random mode it's on a slower speed and this is where I quite often just use to move things in our nose and turbulence or you could use a shader effector and the shade effect is interesting because you could if you put in like a cell noise you could create very kind of snug rather you can do loads more I won't go into that but then I'm going to put it into a tracer object so now I think some nice pliny spline ii curves and then sometimes it's come up but you kind of you want to orientate your clones so literally i've just cloned on to my tracer object and i've just it naturally aligns a clone that's what it turned off and then i've just pushed it pushed the offset right to the end so that kind of creates some nice little swarmy swarmy thing with aligned clones where are we off fit on it just about there but [Music] I can then start to use kind of what we know about iterators to kind of access the information in these clones so if I just create a expresso tag and then where are we iterators so I want to go back to motion graphics and then a data a data node will just read everything about cloner so again I just want to grab Mike Lohner put it into the object so now it's is reading out the count for local matrix but I want the position so what I'm going to do is I'm gonna make a tracer I'm gonna make a basic tracer object and then so if I just grab a most line and I make it have I think there's 27 clones so 26 points make it editable I'm gonna drop that in I'm going to use my point node again if I can find it and then I'm just gonna link it to my editable mode spline and then I'm gonna link for position through here so that's that's not quite working yet I just get rid of VM I'm just getting rid of that turn that on turn that off so it's not quite doing what we want yet but we want to use an iterator and so this is just going to count through each clone so this this node here wants to know which clone its operating on currently it's just operating on zero but we want to go from nought to 26 because there's 26 bones plug that in there to index and we want to plug that in to the point index of a point node and then I mean it doesn't work so we've done something wrong so naught 26 index object position point position most bind object I don't know why it's not working something's gone wrong well it's linking up on the first one here no well it's kind of roughly doing what we want anyway as you can see things can get a bit buggy and weird I've kind of run out of time I think so I'm gonna wrap it up there where it's gone a bit weird and I am just going to say thank you very much go to my website especially if you want some music visualization done and stuff and thanks to max on and everyone thanks so much it is [Applause]
Info
Channel: Maxon
Views: 7,567
Rating: undefined out of 5
Keywords: c4d, cinema 4d, r19, release 19, sculpting, bodypaint 3d, maxon, modeling, modelling, 3d, animation, rendering, IBC 2017
Id: JK59iMdpyxs
Channel Id: undefined
Length: 48min 12sec (2892 seconds)
Published: Wed Sep 27 2017
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