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Here is a quick AN exercise:
"How to make Epicycloid?".

I decided to write this real quick after receiving email from Eli S earlier this morning. Thanks for your email asking about this, I guess nothing wrong to try to review old thing. Maybe I was missing a step in my explanation in my old writing.

Not long ago I must have done this using Sverchok. Either way, they both can do cool stuffs that overlap with each other. Just slightly different way of thinking.

Animation Nodes (AN) add-in in Blender is really fantastic to build a quick prototype to study motion. Like Steve Jobs would say: "It's INSANELY GREAT." I would say AN is INSANELY AWESOME!

AN Script Node for Epicycloid

You can create this Epicycloid shape using a few Math and Number nodes or perhaps Expression node in AN, however, I decided to use AN Script Node. Why? Because I want to show clearly INPUT and OUTPUT things the simple way.

This is really simple to build, actually.

1) Research the Formulae for Epicycloid

You must love Math, like I do :) Not the complexity per se, I mean, the complex stuff will be dealed by smarter geniuses people. We, computer artist, very often can skip that part and simply use the formula. For epicycloid shape, I found this on Wiki, super useful:
https://en.wikipedia.org/wiki/Epicycloid

2) Write it down
I quickly jump into Blender and rewrite the formula inside Blender Text Editor. I do not write this in single typing. Basically I started just by typing this:

x = r * ( k + 1 ) * cos(a) - r * cos ( (k + 1) * a)
y = r * ( k + 1 ) * sin(a) - r * sin ( (k + 1) * a)

THEN, it become something like below:


Few things changes, depending on what variable names I give, what are going to be the INPUTS and how it fit the requirement of AN script node. You add input and output variables as needed.

3) Noding it
AN Script node does all the magic. You could actually make your own custom (real) node for AN that simply creates Epicycloid shape.

For our purpose, we use Script node, which is like a quick prototype node. It's really fast to make and super handy for a lot of things.

Keep in mind that this Script node is linked to your script earlier.



4) Build the Node Tree
The rest is piece of cake. You simply use the actual Script Node and test it in 3D View.


I am applying the Epicycloid formulate to create this epicycloid motion to the default Cube.

The shape will be created as we play with the ANGLE variable. I use the Time Info node, and plugging in the output to the angle. Watch out here that I convert the Degrees to Radian in order to make this working properly.

5) Viewing the Motion
Now, in order to view the motion, you need to see it in Playback. As this is really just a motion in shape of Epicycloid.

What nice is that Blender has a way to display a keyframed motion, and this is build in on object transform, under "Motion Paths" subpanel.

What I did below, is I am using AN Set Keyframes to bake the motion, then I simply draw view the curve motion.




Drawing Epicycloid Curve using AN

I was going to stop writing here. But then I am thinking... You must be curious on how you can draw this using AN?

If you read my previous blog writing, you should be able to build the setup.

The aim is to generate Vector List using Loop. It's easy. This way we can pipe the Vectors => Points for Curve aka Spline.



We can smooth the spline, bevel it etc, and then voila, a 3D cycloid mesh.



And... moreover, why did we do all this steps? Because in node based system, you can always go back, change variables, improve it and you get different result.


That's all folks, Merry Christmas 2015, since it's already pass, hope you all have an insanely awesome new year 2016!



Icospherical Suzanne Clones.
Positioning monkeys into Icosphere Vertex position.

If you are following this blog, or just randomly browsing the articles, you might notice that I have strange interest over node-based procedural modeling and animation method. I like the idea on how we can crunch numbers and data to the computer, and let the computer does some complex processing for you. And I also have big interest on data visualization. So whenever there is an opportunity to explore such tools in Blender, I jump on it.

By now, there are already quite a few node-based add-ons for Blender as for today. Eventually, they will be unified under one Blender node tree, I have that believe in Blender. I am quite picky on which node-based add on to choose. So far, I found Sverchok and recently Animation Nodes (AN).

The tools I pick based on my familiarity with Maya, Houdini, and a bit of Softimage ICE. I think node-based system shoud be user friendly and does it the Blender way, yet universal.

Sverchok is one Blender add-on that I have seriously explored in the past for its node-based procedural ability. I believe Sverchok was originally designed for procedural 3D modeling, however, Sverchok also can "move" and "animate" mesh and later on can animate objects thanks to Sverchok developers that allow animation to happen.

Animation Nodes (AN), is yet another add-on that allows us to create procedural animation in Blender by creating and connecting nodes, and let the data flow do the animation job.

One can think of procedural node-based worklow just like creating, modifying, and transforming a non-destructive ways, similar to Blender's own Modifiers. For example, there are Mesh Modifiers and Animation Curve Modifiers (inside Graph Editor, allowing you to generate, tweak and modify animation curve without destroying anything).


1. Generator Modifier inside Graph Editor.
2. Adding Noise Modifier on top of Generator Modifier, and Multiplying them together.


Few words of cautions, when dealing with node-based system, you may need to be comfortable with some programming concepts, such as:

  • Data types (float, integer, string, vector, matrix, etc)
  • Data conversion
  • Arrays and Lists
  • Loop and Iteration
  • Functions
  • Variables
However, unlike typed programming language, node-based is usually more visual and less abstract. In fact, node-based is can be really very advantageous and helpful for "non-technical" computer artists to have this ability to clearly see what is going on without worrying about the complexity of language. You could create a complex setup and modify certain setup for own purpose just by understanding the logic.

In my own word and understanding, a node is really a container that hides complexity and reveal functions, so we may care more about the data input, data output and data flow to get the final result. How all the functions work together. A bit like LEGO bricks, we kind of need to know what each block can do and how it can attach together to build a structure.

Understanding the concepts is more important than memorizing complex node-tree. You will find really quickly that there are many possibilities to achieve the same result. Some are more elegant, simpler, some are complex underneath, but beautifully presented. Sometimes a complex node-tree is good for some matters, but the more specialized, the harder to customize. 

Now, AN probably does not have a full complete set of animation nodes at this point, but it is growing and the number of nodes will continue to increase as it is continue to mature. Keep in mind also that nodes might change over time, this is the nature of the tool, once again I have to mention.

What really intrigues me with tool like AN, is the openness and potential both for learning and development. If you have enough skills you can eventually create your own nodes that you can share with other artists. And when we collaboratively create node-tree of certain setup, ideally we can re-use and build more complex tools.

So in this article thinking about Animation Nodes, I am trying to map out our learning areas. So I will be jumping around from topic to topic.

Enough preaching, let's explore this Animation Nodes add-on together! 


THINKING ANIMATION PROCEDURALLY

Manually animating in computer graphics involves keyframing values of attributes in different frames. The animation will then be created when the computer interpolate or create in betweens for those values that we specified when we playback the time. The speed of acceleration and the weighting of the interpolation (animation curve) can be adjusted manually via Graph Editor, whether we have linear motion, slow in slow out, stepped, etc.

NOTE: For character animation, usually animating involving posing the character controllers (!) and animator worried more about the actual emotion or story to tell. We will get there, but at the moment, we go to the most basic first.

In reality we are really controlling the motion of object using f-curve over time. Simple enough concepts that takes a while to understand. Make sure you understand that concept first.

Procedurally animating is pretty similar, just that user is a little bit more exposed into smaller components. We still be dealing with VALUES over TIME, and then CONTROL-ing how the values get interpolated.

Procedural animation is great for something that involves repetitions. Every so often, we would like to apply similar animations to a bunch of objects, with slight offsets or variations. Perhaps it is a building with lots of windows that we like to open at slightly different time, or maybe it is the lights that need to turn on not at the same time, but in a slightly offset kind of way (more interesting).

What can we control or animate? Ideally we want our node based to control everything. Animation Nodes seems to be able to do so already, even at this stage. If there are missing tools, one can always write Python code for it or request the developers.


1. Objects (tranform of objects: Translate, Rotate, Scale, Visibility)
2. Text
3. Mesh (vertices) or Curve
4. Color
5. Attributes
6. Others

Usually Motion Graphics animation deals a lot with these kinds of animations. It's good idea to look around for inspiration on YouTube or Vimeo for this kind of things.

Before dealing with complex nodes and array of multiple objects and exciting stuffs like loops, we should really start by building simple node-tree setup that does something to an object.

This is when you are free to experiment yourself by observing NODES and guessing what and how they function with the rest of nodes. Do make mistakes, but find out why and figure out how to resolve it.

In fact, if I think of "storyline" of learning curve for AN, it is going to go like this:
1. Positioning static object(s), eg. in flat map coordinate or spherical
2. Arranging object(s)
3. Animating object
4. Working with multiple objects
4. Other stuffs.

GENERATING SIMPLE MOTION RECIPE

Node Recipes:

  • Time Info (!)
  • Combine/Separate Vector
  • Object Transforms
There is ONE really special value that we can use for animation, and that is TIME, and it is commonly shown as Frames or Subframes when playback is run (Ctrl+A hotkey).

Time at the very basic means we are aware of Start Frame, End Frame, playback length or durations. Later on, you will find out that we can have "multiple timelines" for each object. It's one of biggest driving force of animation.

In AN, time value is accessed via "Time Info" node. When you run the playback or scrub in timeline, the Time value is also changing. Time Info node spits out Frame number value as Floating value (fractional).

So at the very basic, we could in theory plug that single value to control Translate XYZ, Rotate XYZ, and Scale XYZ of Object Transform.


Above, you see I plug a single value output from Time Info node into X of "Combine Vector". Then, I plug the Vector (3 values) into the position of Object Transform node to DRIVE the default "Cube" object in 3D scene.

You may notice that moving object one unit per frame is too big of a step, so we can reduce the speed for example by multiplying the value with 0.1. This results in Time that is 10 times slower (1/10). Below is how I figure it out.

I use Debug node already here. This is a quick way to see the OUTPUT VALUES at any point in the node tree. There are few debug nodes here, we will sure be looking at them time to time.


Now that you are familiar about Time value output, you can try pluggging this into Scale, this time below I plug it into Scale XYZ so it will "grow" the scale of "Cube" overtime.

If the value is the same for all 3 values Vector, you can use "Vector from Value" node, instead of plugging 3 noodles into "Combine Vector" slots.


You can also try plugging the value into Rotate XYZ.


Noticed that you have this automatically created "Vector to Euler" node. And you also have option to use Degree.

In degree, 360 degree is a full rotation. In Euler angle, .... well I do not know, maybe you know. But we can SEE the result in 3D. I use Suzanne the monkey object so I can tell if it hits 360 degree rotation.

NOTE: Later on this Vector business is important to indicate the direction axis of an object, especially when dealing with Matrix. A bit too advanced for now, I supposed.


Knowing that we can use values to control many things using nodes, we need to think of DRIVE and DRIVEN values.

Straight from top of my head, procedural motion can be driven using:
- Generated Values / Numbers
- Other Objects (master and slave)
- F-Curve via keyframing
- Math (with formula or expressions over time)
- Sound > Curve

NODE: VECTOR WIGGLE

Vector Wiggle is an interesting node. When we feed Time Info node (frame) into the Evolution, it will spit out smooth Vector positions over time and can drive an object so it is moving just like insect fly in the air.

I believe this Wiggle is also called 3 x Noise values (XYZ). Unlike Random that gives a random values resulting in a jumpy values between frame, Noise will give values that are closer to each other, meaning smoother motion.

Okey, so far, we know Time and Vector Wiggle can drive the motion of objects. Vector Wiggle itself is a specialized node that is based on Math Formula and Expressions. I might cover and explore this are more in depth. But looking at Math through procedural animation is a lof of fun.

Complex procedural motions can be created using Physics, Dynamics, and perhaps Particle simulations and behaviour animation like used in games. Actually if we get creative, maybe we can already use Blender's dynamics to work together with AN node.

MOTION BY COPYING OTHER MOTION



Above will result of 2 x Suzanne to be always on the left and right side of Cube object, 3 units apart.


MOTION BY F-CURVE

When we hit I to keyframe an object transforms, we are very likely creating minimum of 9 f-curves for translateXYZ, rotationXYZ, and scaleXYZ.

I believe we could "sample" and modify animation curve using AN nodes. I have not yet looked into this, but this could be interesting.


JUMP AHEAD: F-CURVE ANIMATION OFFSET SNAKE MOTION via TEMPLATE

AN add-on gives a bunch of really useful templates to use and to study. Feel free to try them. Personally I found the templates to be pretty complex, however, can be broken down.


When I tried to create this snake motions, I was doing it like below. The differences between above and below is that:

ABOVE: From the template, we are able to create this Master and Slaves very quickly. One object is animated using f-curve, and then all the rest of objects, become slaves clones of another object / same object as the master.

BELOW: Here the node tree is using a simple Loop system that simply delay the motion of clones to follow one master. I am doing it in a way that I understand it.









AN MATH NODES


Reciprocal Number node contains lots of basic Math Formula that you can use for noding. Maybe it should be called Math Formula node? :)

Expression node allows you to more easily type formula and creates your own input variables and plugging your own numbers.


Sine wave + Cosine wave = Circular Motion (translation)



AN TEXT OBJECT

AN add-on seems to be capable of dealing with Blender Text Object quite elegantly. There are few AN nodes that are dealing especially with text/string type of data and output it into Text Object.

In fact, I have a feeling that we can talk and play with Text Object. String type of object is really very interesting. If you know Python scripting a bit, Python is pretty amazing when slicing, combining text, list of text, etc, etc.



You create Blender Text Object and use the eyedropper thing to source the Text Object on Text Object Output node. THEN, you activate that Text Input button thingy and input your own text.


Random Text node generates string of text characters.




Create List node & Get List of Element node

You will get this really often with AN nodes especially when you started to dealing with multiple inputs. You supply some list of data/values and then you pick an element based on "Index".

In Python, let say we have list of text:
mylist = [ "Apple", "Banana", "Papaya", "Durian" ]

mylist[0] => "Apple"
mylist[2] => "Papaya"



String of Text can be totally awesome, I cannot emphasis this more.

Imagine if we supply text like this:

  • 010001000100
  • 010101010101
  • 000100010001

Those text can easily become like audio beats to procedurally control animations!

OTHER RECOMMENDED LANGUAGES

I really do not want to overload you with programming theories, however if you are serious about node and procedural workflow, you may want to also side-learn creative programming languages below that are available and open source.

  • ChucK (audio programming)
  • Processing (creative visual programming, based on Java and Javascript p5.js)
  • Python (Blender scripting language and also language that is used widely in computer graphics and many areas).

You can learn it in tandem, but if too hard, you pick one below while learning tool like Animation Nodes (AN). The idea is to understand the logic and concept of programming and the flow of data, not so much about the language itself.


Blender Spinning Latte Art

YOUTUBE: Dancing On Circle

This morning I saw this video posted by a friend of a dancing spinning Crepes / Pizza thing. I found this video to be really inspiring and thought... hey how would we create this in Blender?
https://www.youtube.com/watch?v=dOSGS9ruj4U&feature=youtu.be


Very hypnotizing indeed! Love the music as well. Gypsy Jazz... classic.

BLENDER: Spinning Latte Art


To set this up in Blender, you probably can already guess it: Blender Dynamic Paint.

It's rather simple, use Cylinder, scale it and subdivide it, give more edge loops around its radial topology. We need some good resolution to be able to see the Dynamic Paint in realtime (because it is painting the vertex).

TEST 001



TEST 002


TEST 003



For this quick prototype, I am using Dynamic Paint in Vertex Paint mode, so that I could see it in real time. But of course, we can always render it out as a proper Pixel level frame render. For example, below is the actual PIXEL RENDER:



However, I just like to see the effect interactively, like a realtime fluid effect. Thus, I use the Vertex Paint mode. What interesting with this DP setup is that everything can be made procedurally. There is no manual animation or keyframes, we can easily change the parameters:
  • SPIN SPEED = use Generator Modifier inside Graph Editor and apply it to the rotation.
  • UP DOWN WAVE MOTION = use SINE
  • SHAPES of actual brushes can also be randomized and switched easily.
We can output and try out all kind of different LATTE ART and lift the milk brush as we pleased.


Technically, we started to think few parameters:
- The Sub-Sampling of Dynamic Paint needs to be used to fill the in between frame.
- The Drips + Forces (you can use Smoke simulation to control the latte art.

A POTENTIAL "SPINNING LATTE ART" APP

This prototype is probably a kind of thing that could be translated into iPhone or iPad or Android apps. Maybe there is an app similar to this already.

I reckon this kind of simple app will be really popular for the next generation Smart-Watch, with rounded framing like the MOTO 360.
https://moto360.motorola.com/

It definitely needs a lot more polish, but well, it's a quick job. There is always something intriguing with the shape of CIRCLES and spinning motions.

Anyway, I guess, it's time for some coffee and crepes! Have yourself a nice day.

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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