Hello,
First my apologies in advance for not including a project, but since this is a sound-driven animation question, I cannot get the file size small enough to upload it here. I think what I want to do, and whether or not it is possible should be pretty clear though.
Right, so what I want to do is create what is known as a Waterfall Decay Graph, which shows the different rates that reverberant sound decays at different frequencies.
The graph is 3-dimensional. The Y-Axis is amplitude, the X-Axis is Frequency, and the Z-Axis is time.
The setup I have includes a Cloner, which is cloning a single vertex with a Z offset of -2.5 (I have presently 100 clones, but the number is not so important here)
The Cloner has a sound effector, with a Y +100 parameter, an Apply Mode of Step, and a Sample Mode of Average. All other values are default.
I am animating the Cloner on X over a period of time consistent with the audio example (typically no more than a couple of seconds). I have a Tracer object with follows these vertices and draws a spline behind them. I then render this spline via Sketch and Toon.
This produces a result that is pretty close to what I want.. however, there is a problem. With this setup, my graph becomes Y - Amplitude, X - Time, and Z - Frequency. In other words, my X and Z axes are swapped out. What would make the result more accurate would be if I could take the resulting spline, and connect the points along the Z axis, break the connections on the X axis, and rotate the camera.
So, I need to figure out how to do any of the following:
- Generate this accurately from the start where I have frequency ‘slices’ that build on Z over time
- OR find a way to take the points generated and get rid of the spline connections that exist on X, so I can create new ones on Z, without having to do a ‘break segment’ for each and every vertex pair.
Thanks in advance,
- Will