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After a while, I realized that Procedural Animation is really different from Manual Animation. Both creates movements and beautiful visual that can entertain many, but the thinking is different. This is probably obvious for long time animators that got exposed to both. Not something that you need to think about, when working. It just happens.

What I mean by Manual Animation in computer is what is rooting originated from Traditional Animation, frame by frame, pose to pose. We can more about the pose of characters, or how non animated objects can tell story.

Procedural Animation, however, it is more like about automation. Generated. Sometimes accidental, sometimes complex to create. But more closely related to the beats of music.

NOTE:
If you happened to know any "Animation Mentor" students, they might mention "beats and rhythm in animation" while animating a character. It's advanced stuff.

I have personal interest in both manual and procedural animations. Sometimes I think manual animation is too tedious, some can be automated, like Walk Cycles. Currently the best usage of generated animation and real animation is in robotic or video games industry.

ELECTONIC MUSIC

Talking about beats of music, I think creation of procedural animation can learn by observing electronic music, sampling and loops.

Few apps for iPhone and iPad gave me this inspiration to write this article:

  • Auxy
  • KORG iDS-10 (like Nintendo DS one)
  • Loopy HD

Those example apps basically allow user to create musical loops. If you can get a hand on it, it's highly recommended. Watch some YouTube DEMO it will help you to understand what I am attempting to do here.

Apple's Garage Band does this too, although not so obvious. Basically any music apps or programs out there, for PC or Linux, that actually loops sampling and show MIDI UI is nice.

Some AN developers actually have similar ideas. But I think it's a pending task. Basically a way to make it easier to construct animation in Blender, using Animation Nodes, in a way we can create songs using MIDI apps. It's in the AN Github forum somewhere.
https://github.com/JacquesLucke/animation_nodes/issues/332

Which leads me to this forum thread: (but I have not checked it)
http://blenderartists.org/forum/showthread.php?378208-Add-on-AddMIDI

In short, I am attempting to visualize AN to use: BEATS and LOOPS and PATTERNS to MAKE PROCEDURAL ANIMATION.

PROCEDURAL ANIMATION LOOPS

Before I jump right ahead trying to build node tree of LOOPS that further LOOPS, and get complicated, I will start simple.

(Actually, this is my 3rd time trying to get my head around how I could write this and explain my thoughts. I make 3 different node trees trying to achieve similar thing.)

I need to make a very simple node looping thing.

Let say, create animation of a jumping / bouncing Suzanne head. All procedurally created, and the animation will simply loop. But the height of jump of Suzanne needs to be able to be controlled per beat or depending on pattern.

Do you reckon you can make this?

IDEA 1:
You can use some math expression to achieve bouncing effect. You learned this already if you happened to read my old, old article. It's using the SINE and ABS you can create this bouncing motion animation.

I did try it using AN Expression, the math.sin() formula is a bit strange that it ask for Radian... anyway, see the last image in this article to see my attempt.


IDEA 2:
To actually create and using Animation Curve. Wait... did you say Anim Curve? Isn't that a Manual Animation? Semi-Procedural animation, I think it's the most correct term.

I mean, creating certain animation Curve using Math Formula... c'mon, it is stupidly complex and unnecessary for artists to having to create formula for a curve. A much better thinking is to visually create the curve and further use it procedurally.

So in procedural animation, we should care more about animation curve in between keyframes and how we can break them into elements.

The node tree I built looks like below:



I really started from "Interpolation from Curve Mapping". That is my very 1st step.


I quite like this node. It is visual. Kind of like something that can be use to "Ramp" values and maybe to create random looking curve, and can be used for lots of things.

I think the node has a bug that is causing it so the first and last value has "jump". But if we use Debug Interpolation node as viewer, we can see the real value being sampled from 0 to 1.


Next thing I did is to use the Evaluate Interpolation node. It's obvious node to use for this case. We just want to "translate" that Anim Curve into animated value, that we can use to animate any object in 3D scene. Just the Translate Z value of an object, in this case.

You see how I use Time Info and Repeat Time (it's looping!) to control the looping jump motion. It's really easy up to here.

Next, I add some more nodes just to MIX thing a bit.


Above, I am using a simple list in "Text". The text looks like this:
1, 0, 1, 0 ....

Some kind of pattern value that generates number list to be used to mix and multiply the translated Anim Curve values.

This way, I can make the bouncing goes like this:
BOUNCE, OFF, BOUNCE, OFF.

If we use values like this:
2, 6, 3, 2, 2, 1, 2

It will translate to the jump so the jump heights changes depending on how it multiply the curve. Very neat actually!

START THINKING ABOUT LOOPS...

So.... from here, really you can sort of starting to get an idea how we can utilize LOOP to make animation that actually does look natural and believable and the cool thing about procedural animation, is we can quickly create variations.

I leave it here for now. But you go ahead.

Roughly, I think it's possible to create a "MIDI like animation loop" setup using AN, without visual. It's just by using that Text Pattern thing.

1, 0, 0, 1, 1, 0, 0, 1
1, 0, 1, 0, 1, 0, 1, 0
etc.

You can use this for many things:

  • to animate Lights in Cycles
  • to animate traffic lights
  • to procedural animate based on MIDI

I need to look for more inspirations around. Maybe by learning already existing works.

Few things I found during my study:

  • Blender's Time Line started from frame 1, start using frame 0
  • Start thinking about Length of animation for main loops, let say, we have the running timeline, which extend continously. But maybe our loop is 200 frames. Maybe our LOOP has 4 BEATS (it can be 4, 8, 12, etc) , each BEATS is 50 frames in length. 

ANIM CURVES or MDD CACHE?


Below is the big node tree I first built when I was marking around to get AN to repeat beats patterns and move every click and loop back.

One Loop can goes to the next Loop or branching. But then it started to become like game animation?

I think it can be simplified, really, become AN GROUP node that just does the job.

Here, all the loop is just a single value for an attribute. It's the most basic, elemental. Would be nice if we can utilize something like MDD animation or cached animation.

Or even Blender's own Action, if that's simpler for mind. 

I personally don't quite understand animation like NLE, or layering of animation. I sort of can think animation in term of BLOCKS, BLENDING, but maybe noding is needed too somewhat to have more control.

Mind you also that this loop business, it's really similar to programming too. But just a bit more visual and easy to understand that we use node. 


Silly attempt to try looping.

PATTERN GENERATOR EXAMPLE

This might be useful for you.




A CHALLENGE:
Animation spider legs procedurally using the method above?

This is just going to be a really wordy post, just a summary note on my research on "Audio Driven Animation".

Researching on Audio Driven Animation, eventually brought me back to:

Andrew Lowell's Houdini Audio Driven Animation Book:
http://www.andrew-lowell-productions.com/andrew-lowell-productions/resources.html

For Blender, there is apparently this MIDI Driver Add-On (not yet available for Blender 2.5x?)
http://blenderartists.org/forum/showthread.php?195434-MIDI-Driver-music-driven-animation-creator
http://blendit.xaa.pl/index.php?p=middrv&l=eng#faq

And also stumbled into this one (will take a look)
http://kwnetzwelt.net/wordpress/archives/1022

MIDI VS WAV
So, MIDI is definitely a more precise way to control animation compared to just WAV Audio Samples.

And for MIDI to be useful to control and automate animation, apparently is not that simple. Firstly the F-Curves generated by MIDI need to be manipulated somewhat so it became more useful to use for animation. And it is also depending on the animation. Whether it is going to be a simple loop or with variety of animations.

It is quite interesting area but also pretty ... deep.

ACTION MODIFIER
So far, the furthest setup I can do is by connecting Baked Sound F-Curves into Action Modifier for Pose Armature. Action Modifier is quite interesting in itself (I just found out about it by studying Nathan's HUMANE RIGGING DVD), probably that is one key that I have been looking for.



In fact, with Action Modifier, I could go back to triggering animation using Dynamic Paint. Although I am still thinking for the most efficient way to do so. Maybe just a couple Constraints and Drivers will do it, without Dynamic Paint.

Actions driven by Dynamic Paint.
I am also looking into BGE (Blender Game Engine) way to trigger or automate actions. But then again, that is another huge area.

Here is a follow up to my previous experimental post (Perfume) that is more or less related to sound, motion, and animation.
The result of previous experiment. Just array of disc spawn and scaled based on Audio.

CREATIVE AUTOMATION
Recently, I am into topics where we can drive or automate or trigger certain actions.

It is not really new, but we do have more technology these days that allow us to further develop whatever ideas that we may already have in the past but stuck. Things like: Kinect Motion Capture, Augmented Reality and AR Glass, Mobile Devices, 3D Printers, 3D Scanner, Arduino, etc. They are all available.

It is as if nowadays, we are applying more and more "Game Environment" automation into "Real World".

Those areas are really interesting to me. I just wish I know more people that actually working on such projects and I don't have to rely on my brain alone. I will look around if maybe University around here have some space where I can research and learn more about all these.

And of course, since this blog is about Blender, I want to see some kind of real-time setup using Blender happening on my own personal computer.

I remember many years ago, I researching on how to do this kind of audio-driven animation using Maya (MIDI Driven). It was a dumb effort. There was actually a clever MEL script that kind of does it, but in the end the script is discontinued or kind of limited.

And then there is Houdini. I can see that Houdini CHOPs is actually perfect of Audio Driven Animation. Andrew Lowell released a book few years ago to cover this:
http://www.andrew-lowell-productions.com/andrew-lowell-productions/resources.html

I have not get my head around Houdini to be able to confidently create anything. But I have a bit more time now, I will look into it further soon.

What I like about Blender is that Blender is somewhat open to creative projects like this. And somewhat I got to know clever artists out there to help me with my random questions.

Anyways, a bit off topic, let's get back to Blender and see how Blender handles audio-motion.

RESEARCH ON BLENDER AUDIO-MOTION
A quick browsing around the Blender Artist forum for AUDIO RELATED post, there are apparently heaps already. I really have to do a little bit more research and testing all the tools to actually write a useful post.

batFINGER Speaker Tools Script Thread
http://blenderartists.org/forum/showthread.php?236729-Speaker-Tools-(Audio-Visualiser-Driver-Lipsync-)

MIDI Driven Thread
http://blenderartists.org/forum/showthread.php?182443-MIDI-driven-animations

There are also this from Japan Blender artist/developer:
Blender Real-time Lipsync Tool from Microphone
https://vimeo.com/38157187

I did try that Real-Time Lipsync Tool, but got stuck. Well, maybe I need to spend a bit more time on it. That Real-Time Lipsync Tool requires a few 3rd party softwares outside Blender. It feels complicated, but maybe not that complicated once understood. It has interesting potential.

Not long ago, I also stumbled a few good video tutorials on Blender audio driven animations (was pointed by Pavel yesterday). I shall look into them again soon.
http://cgcookie.com/blender/2011/06/02/building-an-audio-visualizer-in-python/
http://www.blendernation.com/2012/01/17/audio-driven-animation/


MAKE SOMETHING ANYWAY
So, I guess I am a total newbie in this audio-motion area. Exactly like when I started to learn Blender, it took me a while to filter all the information and trying to make sense of things (-__-)b

Anyways, let first review things that we already know.

1. BAKING SOUND TO F-CURVES

It cannot be any easier than this. This is actually one of the feature that gives me a big surprise when I first learned Blender 2.5x.

Firstly you start with some kind of keyframe on any object. Specify what parameter you like to bake sound into and create a keyframe there (so that you can later bake sound into it).

Inside Graph Editor, all you need to do is to Bake Sound to F-Curves. Point into audio WAV file (or MP3 audio file will work as well).

On the file import panel you will see Bake Sound to F-Curves option on the left side bar:

Pay attention to the Lowest and Highest frequency.

The resulting F-Curves:



NOTE: I like to do this to an Empty so I could then set it up to drive something else. Maybe one could try on a Bone or Armature as well and let it drive something?

2. UNBAKING F-CURVES
This one awesome script comes from Liero called UNBAKE. With unbake add-on script, you can basically convert those "baked" F-Curves into:
1. 3D Curve Path

Also read:
http://blenderartists.org/forum/showthread.php?244692-waveform-data-to-3D-object

2. Editable F-Curves

And even more, this "Unbake" script from Liero has extra options, especially for "unBake to 3D", if you check Use Radius, you will get a straight curve but with Extrusion.




Do that above and apply Build Modifier on top, and you have something that similar to my previous experiment. It's all procedural.

Now, we know that Blender Curve is special. It can store Radius on each points. And if you parent a Mesh into it to Follow Path, the mesh will understand the Radius and will Scale up and down based on that radius. Therefore .... you can have something like this: (that's particle emitted).
How cool is the UnBake Script? Tell me about it, I did not even know this is possible.

WHAT CAN WE DO WITH IT
Alright, we got some interesting raw data to work on. What can we do with it? That is exactly the question I am still trying to answer while writing this....

Normalize? New Min Max?
I think we need to NORMALIZE this curve first. I don't know quite how to do that in Blender yet. But the idea is to turn this F-Curves into 0 to 1 value and map into new min and max value that is more usable.

You could clamp the value using Limits Modifier. I am not quite sure yet with Normalize.

Further Modification of F-Curve


Since Baked Audio is now an F-Curve, you can further modify the curve using F-Curve Modifier. Lots of interesting Modifiers there, such as Stepped, which turn the curve into something that looks like a random city buildings.

Using that Unbake Curve As Motion Path
Right away, you can simple use that path as a Motion Path. Maybe parent an object and let it emit Particles or Smoke. Or perhaps parent a Brush object to paint on Dynamic Paint Canvas to create something that looks like a graph. I am sure there are many cool motion graphics music video done that way. Here is one:
https://vimeo.com/6045312

I want to do some smoke, but it's just at the moment I ran out of HDD on my computer. And smoke requires some GBs and also time consuming baking and testing.

Array Modifier and Curve Modifier?
This is Liero's suggestion, I don't understand how to manipulate object so that it affects the "Scale" or "Array" objects. But I am getting something like this by using that Curve generated from Sound.


Array and Sound
Array (Copy) Counts seems to have a nice potential. Let see if we could drive the value of Counts using the data from sound wave:

Yes, it is quite easy to drive array copy with Audio Bake using Drivers.
That setup can give a very simple type of Sound Visulization without any scripting.

If you can somewhat offset and animate the Curve, you can have something that is more interesting. Kind of like a moving mountain of arrays. The long way to do this is to use Drivers.

Displace Modifier
Just connect the wave into the Strength of Displace Modifier and you get something that looks interesting.

Dynamic Paint
Sound Driven Painting.... it might be interesting.

Alright, I stop there for now. I think Sound Driven Animation/Motion is interesting but I need to do a bit more research on sound visualization and all kind of sound to visual experiments that have been done before.

I think if know Blender a little better in the future, it is possible to create Interactive Game that uses Motion to Drive or Trigger Animation using Blender Game Engine (BGE). I wish someone could point me to it.

MKRdezign

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