Tuesday, January 19, 2010

Audio Sync Project

AUDIO SYNC PROJECT



For the music video/audio sync project, I used a track I made previously for a Demoscene One Hour Compo, entitled "Dennis's Tile Emporium". I chose this track due to it being relatively simple, around a minute long and containing multiple different instruments doing different things.

One of the first things I do was go to Adobe Kuler and work out a colour palette. I then added a shade of green I thought worked with these colours, and white, I stuck to these colours in flat shades for the whole animation. This helped give it a very stylistic look.



In terms of influence, the game Rez for the sega Dreamcast played some part of influence, that was a game which was linked to the timing of the music. However my style is much less futuristic in some ways and is influenced by visual styles of the 70s and 80s. Some of it almost looks like the art associated with Children's Television programms.

Since I was limited to using only shapes and text in After Effects, I went for an abstract look. I founded several features of After Effects became useful here - for example if I chose a star or polygon path, there were a few interesting options I could play with, like making segments on the line(which I use for the Polygon which responds to the drumbeat towards the end) or chaning the inner and outer curvature. I could make a lot of interesting shapes like this, instead of just having a start with pointed ends, I could have one with rounded ends.



To start off, I divided my track into different Channels in modplug tracker, for the Drums, Bass, Lead instruments, etc. I exported them to different audio files for importing into After Effects. You can see what the track looks like in Modplug here -



I converted them to keyframes by clicking on the audio, selecting keyframe assisstant and convert to keyframes; so I had something to feed various shapes that would change in time with the music. This basically creates a series of running values that I can link to other values - such as the size of a shape. So basically it lets me have values go up and down with the intensity of the music.



The start of the animation is a little more simple than the rest, as the start of the track differs from the rest of it. It has a "chiptune" kind of sound to it, so I kept it simple with a square with rounded edges, and two "hill" shapes responding to the lead instrument(while the square responded to the drums). Towards the end of this section, I have a red circle that responds to the snare and hihats(this was done manually).



In the next section, the animation really starts up. I have a swirly red/pink line grow from the bottom left to the corner, which actually responds more or less to the "flow" of the Saxophone. I thought this worked quite well visually. I have an object called "Bass Sun" - which responds to the intensity of the Bass. Here I played with the Inner Roundness feature as well as inner and outer radius to give it a coiled wire like pattern around the edges.

I used a star shape on another layer. I had it come in but also "spin". To me, this fit with the "revving" sound of the Saxophone at the start. I copied this object to have another star come in at the end



After this, I cut to a "waves" effect, and move the Bass sun to the left. I play around with the values of this, and get it so the centre is circular, but with some rounded off triangles in the foreground. I make a similar shape, and colour it pink/maroon. I have the position of this change with the intensity of the saxophone. The problem with this is - it's very jumpy and not smooth like the rest of the video. So I looked around in the effects and found one called "Echo". This created multiple images of the triangle - as it would show where the triangle "had" been as well as where it is. This made the effect smoother, although it was not as pronounced as I would have liked. I would have prefered to have the echoes fade, but I couldn't figure that out at the time.



I have another squiggly line shape as a transition to the next scene - this time yellow and green. Previously I had not used green in the animation, so this helped it stand out.

The next part of the music had a Synthesiser come in, and do a pitch bend. The pitch bend reminded me of something zooming in - so I created a layer with a "Chequerboard" effect. Since it looked like a series of "Tiles" it fit with the name of the song. I played with the values until I more or less got it in time with the music. At the end of the pitch bend, there was a little riff, so I created an adjustment layer with an "Audio Spectrum" effect to respond to it. I repeated this twice. I also had it cut to the image of the two stars at the start, and the second time, I created a new white/pink star to represent the start of the synth part. I had this zoom with the chequerboard, then disappear when it became small.



I then transitioned to a "Particle Playground" effect. This is an effect that basically creates a fountain of different particles that come out. I originally had the velocity of this effect linked to the intesity of the Pizzicato strings that come in at this point - however this made rendering insanely slow, and it was a little pointless. Instead I used a clever trick to get it in time with the music - I looked at the BPM of the track I had made, and used that to work out beats per second and set the Particles to emerge at that speed. I doubled it to increase the intensity of the effect while still being in time.



I wanted to create some kind of object to responding to the Saxophone in this scene - created a kind of polygon that was gold on the outside(like a Saxophone) but had the crimson-ish colour on the inside. I then gave it a "Mouth" which would respond to it, as if it was singing the saxophone notes, I made it mostly change the Y height of the mouth so it would look like it was opening and closing, and also increased the line thickness a lot so it would appear more closed when I did this.



I created another "flow" object, only with this one I made the edges transparent. I also made it yellow and white. It had a much more fluid appearance because of how it moved and how the ends blended.

I ended by having various objects come in and act on time with the music, a pentagon with a dancing dashed outline responding to the drums, a foot tapping in general time with the music, another Bass sun responding to the bass, and another squiggly polystar responding to the flute that comes in at the end.



I had quite a bit of fun playing around with this project, the restrictions helped me come up with ideas I might not otherwise have done however I did find once I had those ideas they were difficult to implement because of the same restrictions. One annoying thing was that I couldn't get the audio in sync, the video would lag behind it. In the final version it still does this a bit, I had to drag the audio over and unfortunately this means the end was truncated. It's slightly off on my Youtube which you don't notice except with the Pizzicato strings, which makes me sad as that was one of the more impressive effects, it only looks "in time" if you focus on it.

Wednesday, October 14, 2009

After Effects 2D Composition Project

"Scout taking it easy"



This was a simple 2D composition done in Adobe After Effects over the course of a few days, with the objective of learning After Effects' basic features. It contains a few animated sprites and moving background. I borrowed the graphics and sound from the popular PC videogame Team Fortress 2.

It features a Scout, from Team Fortress 2, hopping around and cheering. Then at the end of the animation, a Heavy appears and shoots at him.

The animation started in Photoshop CS2 where I structured a multi layer image with the background and the sprites. I made the background larger than the image field so I could scroll it as the Scout moved. I grabbed the Scout, Heavy and Backgrounds from various Team Fortress 2 Screenshots - I used the magic wand and magnetic Lasso in Photoshop CS2 to select them.

I created several layers; one containing the background, then I placed the sprites on new layers on top of it. I also created "mask" like layers in case I wanted the Scout to go behind certain areas, but they were not used in the end.



I then imported into After Effects. I imported it as cropped layers as otherwise the background would have been truncated.

After this the most important thing was to animate the scout. I just went with a simple 2 frame animation but as after effects does not have native support for sprite animation.

I create a new composition in the project and copied in two imags of the scout Scout, representing both frames of the animation. I cropped the work area using "Area of Interest" to make sure I didn't have a lot of unused space. In the timeline, I had one appear, then disappear, then the second appear, using alternating Keyframes. Looped, this worked as a classic frame by frame animation.



I brought this composition into my main composition; and went to "Enable Time Remapping" - Time remapping allows me to swap around the positions of the keyframes. Keyframes are usually intended to be mid points in a smooth transition, for example I could have a key frame of a ball in the air than another of it on the ground to have it drop; here I was just using them as traditional animation frames. I used this to alternate between the frames of the "Scout" sub-composition, thus creating the animation.



I continued this animation, forcing the frame in the time line to keep it looping. I had the scout jog about fairly random, I create several keyframes to capture the movement and moved him around, up down left and right. As you can see in the above image, there is a label called "Position" - I right clicked on this, and went "add keyframe". After Effects created the animation based on these keyframes that recorded the differnet positions. I could also create keyframes for things like size and orientation. You use the same method - right click on the label, and select add keyframe.

Then, I swapped out for another Scout actor, this one viewed head on. I removed the original Scout from the timeline at this position, and added in the new ones. I had him hop in the air slightly and cheer.

To get this effect I used the Puppet tool. I put "Puppet Pins" on his shoulders, upper arms, elbows, hands, head, mid torso, hips, thighs, knees and fet. I had him do a slight jumping animation then a little wave. This wasn't too hard to do especially as the Puppet tool automatically creates keyframes. However I would have liked to speed the animation up slightly and I didn't seem to be able to do this. Here you can see the Puppet Pins of the Scout, moving these around moves each area it's attached to dynamically:



I then had an image of the Heavy slide in from the side. I used a slight Puppet effect on his arm and head, to help make it look like he's taking aim with his gun. After that, I create an Adjustment Layer for effects from Layer -> New -> Adjustment layer - I used the "CC Light Rays" effect multiple times rapidly to create a kind of muzzle flash effect. For humorous effect I used a sound of the Heavy voicing his own gun sound. I also had his size increase and decrease as he laughed, I enlarged him on one keyframe and shrunk him on another.

I played around with the Puppet tool to make it look like the Scout was reacting to the shot, and had him pushed back by it.

I took a piece of music to use with this also, the start of in Fear of Fear by Bauhaus. There are several sounds in the image of the Scout and Heavy(as I mentioned above) - you can see how I placed them in the movie timeline here -



After all this, I exported the movie as Quicktime by going to Composition -> Add to Render Queue, and rendering the image. Initially, I was having trouble with skipping in the animation - I went to "Module" and clicked around until I found the option for the "Photo Jpeg" compression format, which was quicker. I also had to lower the quality significantly.

I then uploaded it to Youtube, finishing the project.