POV-Ray : Newsgroups : povray.binaries.animations : Music Video Project : Re: Music Video Project Server Time
25 Apr 2024 12:09:14 EDT (-0400)
  Re: Music Video Project  
From: m@b
Date: 13 Apr 2021 02:41:34
Message: <60753d1e$1@news.povray.org>
On 13/04/2021 2:38 am, Kenneth wrote:
> "Dave Blandston" <nomail@nomail> wrote:
>>
>> Hey this is super interesting! We are doing some very similar things - I am also
>> using local "Event clocks" that go from 0 to 1 at pre-determined intervals, and
>> look how similar our "smoothing" functions are:
>>
>> #local ClockFactor = (sin (radians (EventClock [I] * 180 - 90)) + 1) / 2; //0 ..
>> 1
>> #local ClockFactor = pow (ClockFactor, 1); //Adjust for a faster or slower start
>>
> 
> Just a suggestion:
> Although clock, clock_delta and Final_Clock are great tools for creating
> animations, and for causing 'events' to happen at certain times, I use
> frame_number (or some fraction thereof) more often now. It's probably a personal
> choice, of course; but frame_number seems more intuitive to me-- and I don't
> have to think in 'clock division' terms for the timing of animation events.
> 
> I'm currently reworking an old and complex animation scene, which has various
> #include files, where I used clock etc. exclusively throughout the scene. It
> worked beautifully at the time-- but I'm thinking now of extending the length of
> the entire animation with some new action at the end, maybe by 25%, but
> without messing up all of the clock-specified events and timings that are
> already there. I *could* simply change Final_clock to be 1.25, but I'm not yet
> sure what that will do to some of the events which actually depend on the
> (previous) clock-end of 1.0.  As a simple example,
> 
> #if(clock <= 0.3) --do this-- #else -- do that-- #end
> 
> .....but now I don't want the #else action to extend past a clock of,say, 1.15. I
> could easily change the #if clause of course, but changing all such constructs
> to use frame_number instead tells me exactly and visually when to expect the
> action, or to easily change it.
> 
> I also like frame-number because, after a test animation, I can immediately see
> where any animation glitches need correcting-- at which frame, in other words,
> without having to make a clock-division computation to figure it out.


Good points.
Further - frame numbers are better if you are including video frames in 
an animation. Using clock derived functions results in dropped or 
doubled frames from time to time.


> 
> However, I haven't yet worked out how to 'start and end events slowly like an
> S-curve' as was mentioned previously, when using frame_number instead of clock.
> I'll have to explore that!
> 

You can't do it with frame numbers directly as each frame has a fixed time.

Presumably you could use the formulas as mentioned above and just 
substitute Frame_A, Frame_B instead if Time_A, Time_B to make a local 
clock? the start and end points would still be tied to frame numbers.


> But your music video project uses a song length that is 'set in stone', so using
> clock is a perfectly natural way to achieve the results.
> 
> ----
> [Btw, I just discovered that the Audacity app can show 'spectral timings' for a
> song too, like the image you posted; I had never used that feature before.
> Thanks for the suggestion!]
> 
> 
>


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