Jump to content
puma.snyder

fitting keyframed motion to a beat

Recommended Posts

Hi all.

I have a little problem.

Say I have a geometry (a cube for example) and its keyframed to move in x direction (Frame1=0, Frame40=5, Frame50= 5). Now I want to sync those 50 frames to a beat and move the geo continuously along x, and not all the time from 0 to 6 again.

I have a beat chopnet setup, fetched the tx channel of the geometry and then tried the fitting using the warp chop (and I guess i would work with a lookup chop as well). Dunno if this is the good way to do, the actual problem i have is, that right now, for each beat, the geometry moves from 0 to 6 in x again, but I want it to continue to travel along x on each beat.

Any Ideas?

Thanks in advance

P.snyder

Share this post


Link to post
Share on other sites

Don't know, if this is the thing you want, but you could take a look at the area-CHOP. It integrates the input-channel. This always "adds" to the last position of your cube. Make sure, that you add a record-CHOP between the beat and the area, since it would not work if connected directly. You could also try to connect the area-CHOP directly to the output of your keybord-taps (or whatever beat-input you have). Perhaps this is the result you think of???

Share this post


Link to post
Share on other sites

thanks a lot

the area chop did the trick, but there is still a little problem with the speed change. If you take a look at the ball, it hangs sometimes. I guess the lookup chop causes this, perhaps because the ramps the beat chop produces dont always reach 1. Anyone any ideas how to fix this.

Thx again for your help

BEATMATCH.hipnc

Share this post


Link to post
Share on other sites

As the two of you seem proficient in CHOPs, I have a somewhat related question: Is it possible to sync stuff to the bass drum in a music sound file?

Thanks!

Share this post


Link to post
Share on other sites

sure it is. For general information look here http://www.elkabong.com/IDC/html/Live3D.html

and try out touch designer, http://www.derivativeinc.com

you should be able to transfer the concept from the demo synth to houdini easily.

If you take a look at my file, the beat trigger comes from the keyboard chop/beat chop combo. This could be a audio file or live input. You would have to play with filters to get a portion of the soundfile which represents the drum and then use this to trigger other events, sync animation to the beat and so on.

Share this post


Link to post
Share on other sites

Mistyk: I did this one in the "old days" of version 4. I have found the scene and attached it to this post. Please excuse some of the german names in the scene. You have to point the "fileMusicIn"-CHOP at the top of the chain to a wav-file on your disc. Hope you find it usefull.

puma.snyder: I took a look at your scene and everytime I press the "2"-key on my keyboard the sphere jumps forward a bit. I don't see any hangs. Could you please explain more detailed what you expect?

Lautsprecher.zip

Share this post


Link to post
Share on other sites

OK. the jumping when pressing the 2 key is clear and no problem, but there are some subtle hangs, each time at a different frame. If you step trough using the arrow key, you will see that the ball sometimes does not move for 2-3 frames. Thtas what I mean

When changing the keyframes in the reference null this isnt anymore noticable, but in this test its there, subtle, but I want to get rid of it :)

Thx again

Share this post


Link to post
Share on other sites

if you append a record chop to the export chop at the end of the network, and watch the tx graph, you see that its not a straight line, but it should be, if I am not wrong

Alternatively you can branch a record chop of the speedchange (lookup) chop. In this graph you see that at the peak of each ramp, there is often the same value for 1 to 2 frames. I guess the reason for this is, than the ramps from the beat chop not always reach a value of 1, but I dont know how to fix this.

Share this post


Link to post
Share on other sites

Thanks a bunch for your replies puma.snyder and Frank! Haven't had time to checkout that .hip-file, but I will.

On a related note; since it seems to be possible to animate sounds in houdini (e.g. assign sounds to objects or events), how is the final audio output rendered out? The visual part of the animation is rendered to stills by Mantra, but is there a way to get the sound rendered out to an audio-file?

Share this post


Link to post
Share on other sites

If I remember correctly, in your chop network, right click on the node you want to render, and choose save, then select wav or aiff

thats it.

Also you might want to check the 3dsound features.

Greetz

Achim

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×