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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.

I stumbled into this short music video the other day:

Benga - I Will Never Change
https://vimeo.com/39760586

Really interesting effect, don't you think? An array of black record discs on a pipe appears like in stop motion. Simple, but still eye-catching. And this is that kind of moment when my brain sparks a little creative desire... let's try to replicate that effect in Blender! (someone just got to do this).

THE REQUIREMENTS
What we need:

00. Blender
Obviously, download latest built of Blender. You should already have one installed.

01. Music/sound to drive the motion.
For the sound, let's use Perfume-Global project:
http://www.perfume-global.com/

02. Drive motion using that music.
This is: "piece of cake", this feature is built in Blender.

03. Duplicate Futurism add-on.
Oscurart created add-on that creates snapshots for animation.
http://www.blendernation.com/2012/01/16/add-on-oscurart-futurism/

LETS DO IT

1. Setup a simple scene. Let's just use Suzanne, keep it simple, been a while since you see this monkey. I'll keep it really raw and simple. I was going to use Cycles, but maybe just use Blender Internal Render will get the idea across.
Quick test with arrays.
I squeezed the monkey head so it is as thin as a disc.

2. Import the sound (any WAV type of sound) and apply as motion.
I use Empty as dummy object. The motion will be mapped from sound WAV. First, you need some keyframes on the attributes you want to be controlled by motions. I will key the scale attributes.

Once you have animation curve, you can import and bake sound into it:
Key - Bake Sound to F-Curves.

NOTE: If you want to listen to the sound while it is playing, you import the sound into Video Sequencer.


All good and you should be able to see the Locator scale controlled by the sound wave.

3. Set Drivers Key
Now, I will apply the motion from empty into the monkey head. I will try to remap the sound so it goes from the current min and max into the new min and max. Say, if the original wave sound make sounds from 0 to 1, I want the new value for monkey scale from 0.2 - max.

4. Forward Motion and Other Variations
I'll add forward motion to this setup so when it got converted into array of duplication, it will not overlap. You can add more variations perhaps like rotations.



5. Do Duplicate Futurism (and Cautions)
Before applying duplicate futurism., we gotta think first... I got a little "gotcha" here.

First of all, the monkey head itself is quite high density. Now if we were to duplicate this monkey head many times for the time range. I have around 1500 frames based on the wave I am using. I like I could I ended up with billions polygon...!?!

(well, I actually I did try and duplicate this monkey head 1500 times, and what happen is Blender and whole system collapsed. don't make the same stupid mistake)

So, the solution is either you use image plane cardboard monkey with normal map (so it still looks 3D-ish), or you use simpler object. I was thinking that maybe Instances would work better in term of memory handling. It is quite possible.

NOTE: Using cardboard is not a bad idea actually because you could easily replace the texture of cardboard and perhaps add more variations this way.

Anyhow, I will go back one step and replace the monkey head with a disc and duplicate it 1500 times... it may take a while for that many duplicate futurism.

Once you got the setup, adjust the STEP (how many duplicate samples every frame) and HOLD attribute values of Duplicate Futurism so that you have all the duplicates nicely created, just the way you want it to be. Maybe you need more or less.


That is all about what you need to do to create the effect. From this prototype to final polish, it will take a bit more time. See what else you can do with such effect.

(while this article published, I am still rendering 1500 frames....)

UPDATE 2012.04.15
Apparently there is another way of achieving this. As suggested by Liero, it involved using Array Modifier and Curve Modifier. Seems to be a more procedural way to do this without having to "bake the animation". I have not tried this myself, but worth looking.


UPDATE 2012.04.16
Alright, I tried following Liero's suggestion and it is quite successful and actually much more robust. I actually added this information right after I wrote another article post (right after this post).

So you may need to read the other article and come back to this if you don't understand fully what I am talking about here.

  1. Start by baking sound into a curve.
  2. Create 3D Curve based on baked F-Curve. Use Liero's UnBake add-on script. Make sure you turn on that Radius option.
  3. With the Curve ready, you can simply apply this as Curve Modifier into your Array.
  4. Your object ---> Array Modifier --> Curve Modifier --> Array of Objects with Modulation
Got it? Thanks to Liero. I would not thought of this otherwise. I could go Particle Instance way, but this seems to be the most simplest and cleverest way.

Monkey Head Modulation.



Example from Liero:


By conclusion this post title should be:
ARRAY COPY MODULATION USING LIERO UNBAKE ADD-ON

UPDATE 2012.11.29

Now here is a quick trick you may want to try using Array Modifier. See if you can create this rotate duplicate array below:

Quick 3D array modeling for a company called Triggar in Australia.

How? This is actually very simple:
1. You first have the original object mesh, which is a flat polygon circle mesh in this case.
2. Next, you apply Array Modifier and then you use an Empty as Pivot for duplication. When we use other object as reference for duplication, Array Modifier can do a lot more. Apart from the Empty becomes the pivot, and also it becomes the iteration of Transform (Move, Rotate, Scale).
3. For this one, I set the Empty at the 0,0,0 location and rotate it 30 degree and then duplicate it 12 times to get full 360 degree array duplicates. 

MKRdezign

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