This is pretty cool, but setting this up can become very tedious if you want to have much more objects reacting to smaller portions of the audio frequency. I'd love to know if there's a better way to set this up and even automate it to split frequencies evenly between my objects.
Thanks! There definitely should be ways to automate this process somewhere out there, but I don't think I've come across any yet. I'll definitely take a look and if I ever do find a nicer way to automate this, I will definitely create a tutorial about it :)
Thank you for letting us know. I'm sure this comment will help the others who are using newer versions of blender. I'll make an updated version someday soon :)
Hahaha happened the same thing to me. Moving stuff around and renaming it is dangerous when you have a huge software like blender you have almost zero fkin chance to poke around and find them randomly.
Great video! Quick question, I want the array to go to zero or be invisible when there is no audio. As it stands, the first bar is always visible. How would I do that?
Hey, thanks! There would definitely be various methods to actually achieve that. However, I think the fastest and easiest way would be to have the first bar underneath the floor (so just move the ground plane up by the width of the first bar). Other methods could be controlling the texture and having a mix shader with everything upto the height of the first bar having a transparent shader. Similarly, there would be many other methods to do so as well
@@deayanstudios I ended up keyframing visibility for when the f-curve gets to zero. A bit time consuming but not too bad as you do one of the bars and copy and paste keyframes for the others.
I set mpeg and mp3. I render and if i view the rendered animation within blender it has audio, however the exported file never contains audio. Is there a fix?
As long as you're 1- Encoding container is MPEG-4, 2- Video codec is H.264 and 3- Audio Codec is MP3, it should export with the audio. (Assuming you do have the audio strip set up in the video sequencer, which I'm assuming is done correctly as you're able to hear the audio). If those 3 are set up right, but it's still failing, try adding in a speaker to the 3D scene. You can set the max and min volumes of the speaker to 1 and place it right in front of the camera to make sure there's no accidental stereo sound. You can check out this video to understand the speaker better: ruclips.net/video/J7lk0CGMa5c/видео.htmlsi=RXZdlYk7Jk6VkrsX If this also doesn't work, you can send the .blend file to me and I'll try to see what might be causing the issue.
Great Video!
Thank you!! Looking forward to see all your videos, Subscribed 😊
Thank you so much! I hope you find the rest of my videos interesting as well :)
This is pretty cool, but setting this up can become very tedious if you want to have much more objects reacting to smaller portions of the audio frequency. I'd love to know if there's a better way to set this up and even automate it to split frequencies evenly between my objects.
Thanks!
There definitely should be ways to automate this process somewhere out there, but I don't think I've come across any yet.
I'll definitely take a look and if I ever do find a nicer way to automate this, I will definitely create a tutorial about it :)
Bake sound to f curve is now called Sound to Samples. I about lost my fucking mind over that.
Thank you for letting us know.
I'm sure this comment will help the others who are using newer versions of blender. I'll make an updated version someday soon :)
Hahaha happened the same thing to me. Moving stuff around and renaming it is dangerous when you have a huge software like blender you have almost zero fkin chance to poke around and find them randomly.
man, WHERE IS THAT ???
Great video! Quick question, I want the array to go to zero or be invisible when there is no audio. As it stands, the first bar is always visible. How would I do that?
Hey, thanks!
There would definitely be various methods to actually achieve that. However, I think the fastest and easiest way would be to have the first bar underneath the floor (so just move the ground plane up by the width of the first bar).
Other methods could be controlling the texture and having a mix shader with everything upto the height of the first bar having a transparent shader.
Similarly, there would be many other methods to do so as well
@@deayanstudios I ended up keyframing visibility for when the f-curve gets to zero. A bit time consuming but not too bad as you do one of the bars and copy and paste keyframes for the others.
I set mpeg and mp3. I render and if i view the rendered animation within blender it has audio, however the exported file never contains audio. Is there a fix?
As long as you're
1- Encoding container is MPEG-4,
2- Video codec is H.264 and
3- Audio Codec is MP3,
it should export with the audio.
(Assuming you do have the audio strip set up in the video sequencer, which I'm assuming is done correctly as you're able to hear the audio).
If those 3 are set up right, but it's still failing, try adding in a speaker to the 3D scene. You can set the max and min volumes of the speaker to 1 and place it right in front of the camera to make sure there's no accidental stereo sound. You can check out this video to understand the speaker better:
ruclips.net/video/J7lk0CGMa5c/видео.htmlsi=RXZdlYk7Jk6VkrsX
If this also doesn't work, you can send the .blend file to me and I'll try to see what might be causing the issue.