Clockworx Music Nodes - some issues to solve

Yay! First Time Ever I Used These Nodes:

All done with CMN from the MIDI file; sound, animation & render. :notes: :film_strip: :film_projector: :thinking:

A bit primitive, but one must start somewhere…

Cheers, Clock :tumbler_glass: :dancer:

@nokipaike - it’s a start for a video…

EDIT:

Done with the Sound Bake Node. :face_with_hand_over_mouth: :hear_no_evil:

11 Likes

Next item on the ToDo was to animate Shapekeys using MIDI Controls:

So, here I have used the drum track from “First Time…” to animate this mesh, it has a shapekey for each drum note. I have also revised the Collection and Object nodes so they use PointerProperties (“it’s about frickin’ time you worked that one out Clock”), but maintained the “Object(s): Filtered” node so you can still make a list of objects using a search string, same goes for my “Collection(s): Filtered” node. The index of -1 means all objects BTW, not the last one…

Cheers, Clock. :stuffed_flatbread:

PS. I really appreciate the “likes”

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Now, one thing is still vexing me. If I alter a node, like add a new socket, etc. I have to delete the node in my projects and add it in again. Is there a way for the nodes to automatically update in the project, if I change the node code. I expect to have to exit Blender and re-start, things like props in the appropriate section def draw_buttons() do update, but new sockets don’t.

Anyway I will see if anyone knows this, otherwise I guess I just keep endlessly trawling the 'net…

Cheers, Clock.

Video from the Shapekey setup shown above:

Cheers, Clock. :service_dog: :footprints: :poop:

PS. I now have a Material input node to apply materials to the DAW notes generator:

PPS. I haven’t cured the refresh thing yet…

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do you see that everything starts to take shape? :joy:

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I am getting there, I have just re-written virtually every node to make the system better & easier to develop and have dropped the Live Sound thing, I cannot get Sounddevice to do exactly what I want and to be honest can’t see the point in it when you can use Bake Sound to make videos… The there is always Audvis add-on, I know it is paid, but I cannot see the point in trying to emulate it.

These new nodes allow me to animate Materials and Colours ,etc. I have also made a Compare node that could be used to change something after a certain frame number for example:

100% • 75% • 50%

Cheers, Clock.

Latest Video:

This one uses the new Bounce node (borrowed from my older AN nodes) to bounce the first two objects and the Frame Ramp node to rotate the cone, here is the node tree:

I have also added a Compare, Condition & Maths nodes to the suite to enable more intricate modification of input signals. I hope to have these new nodes uploaded shortly after some more testing. Some of the new nodes were borrowed from my older AN additions, adapted to the new system. The new system also includes nodes to modify materials’ colours, etc.

I have also re-written a lot of the code so it now uses standard Blender sockets where possible.

Here are some of the other new nodes in a test project:

Cheers, Clock. :upside_down_face:

EDIT:

This node tree switched the colour to the animated blue colour from green on frame 300:

The Condition node uses Input 1 if the Bool is True, else Input 2.

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This part of the node tree on this project changes the object colour to red every 18 frames, for one frame only using the Periodic Trigger node:

It also pulses the cone every 24 frames. The Periodic Trigger can trigger at any phase of the Cycle Length, above it is at 0, but this can be changed to say 7 when it will pulse on the 7th frame of each Cycle.

This part of the node tree below uses the Trigonometry node to make an animation based upon both Sine and Cosine functions, causing the object to rotate about 0,0,0 in a 3m radius locus:

I have uploaded these changes to my GitHub now.

Cheers, Clock. :dash: :bomb:

PS. I am going to check that the Condition node can switch sounds generated by the Audio Sounds nodes…

3 Likes

Well, this lot seems to work fine now, I can trigger lots of events and animations by a variety of means:

I have some more testing to do though… I have also altered the Animate Node so it will animate a list of objects, or bones.

Cheers, “Lockdown” Clock. :lock_with_ink_pen:

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A new test video using the new and modified nodes:

The sound was made with Fruity Loops some years ago, when I still had a Windows machine in my house, now they are banned due to the on-going takeover by the Macs and Ubuntus…

Here is the node tree:

The curve at the front is animated using shapekeys, the rest using the Trig node and other modified inputs/animation modules.

Cheers, Clock. :notes:

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I have added a facility to generate Trig based waves in objects:

This might also be useful in PDT, so I will add it to that also. These can be used to interpret sounds, or to provide a path to animate objects along, when the simple wave is converted to a curve. Here I have combined two waves for Sine & Cosine and made a solid from them.

Cheers, Clock. :business_suit_levitating:

1 Like

Next, Animated guitar from CMN:

Uses the MIDI file to get the song, then translates the notes into fret and string positions, placing the little pink sphere at the right location, the armature is for an animated arm at some stage.

Cheers, Clock. :guitar: :bomb: :upside_down_face:

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hey Clock now i expect a nice video of well animated retro synthwave :grin:

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Greetings. I have been doing research for quite a while and your blender add on is exactly what I’ve been looking for! I am very new to blender and nodes so I’m having difficulties setting things up. I fixed my issue with my csv file and I am able to bake the midi file and load it in the 3d editor. I am not sure how to connect it to a keyboard after that. I have tried using your node trees from numerous places, probably all of them, but I can not get the animation to control the 88 key keyboard you have provided. If you could please send me a sample project file or info on how to connect nodes to the included piano file (88 keyboard .dae file) it would be greatly appreciated. Thank you in advance!

(Sidenote, I sent an extended email about my situation. I have bout Clockworx Music Nodes and you AN Nodes installed and working. I am just very confused about how to get them connected and running.)

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Welcome to DevTalk!

I have replied to your mail - don’t post your email address here, preferably delete it from your post as there are bad people out there who trawl websites so they can scam people…

I have replied to your mail, you can always PM me here, or carry on through email.

CMN is in early stages of development, so there will be many changes until I am happy to make a release. It will be the case that if I update a node seriously, existing projects will throw errors - these can be mitigated by deleting the offending nodes and replacing them with ones from the new versions on GitHub. So keep an eye on GitHub for updates! One thing I did recently was to change which sockets I use, this will cause major errors in nodes from previous GitHub uploads…

There are no help files, manuals, tutorials, or Wiki for this yet, that will have to wait until I am happy with the structure, otherwise I will be spending all my time updating them, but they will come in time!

Cheers, Clock. :wink:

PS. I have made a series of commits to GitHub today, so you will need to update your install.

Here is the video I was rambling about in a previous thread concerning the Guitar Nodes:

And the node tree:

CMN won’t do chords on a guitar yet, I m looking at ways to do this as we speak…

Cheers, Clock. :guitar: :superhero:

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Update, now we have a Loop Programmer - “Dr. Clock” (reference Dr. Rex in Reason):

Still a way to go with this before I upload this change…

Cheers, Clock. :dash:

EDIT:

Drum Machine, or Programmer for Sound Samples if you prefer, either is apt:

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Now I have a Recorder to record the Loop so the can be added and duplicated, etc. in VSE to make a complex song structure:

Here are the VSE entries:

I have reversed the Crash in the middle, recorded it then added it to VSE.

So now we have a simple Fruity Loops impersonator…

Cheers, Clock. :poop:

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Update, Now we have a Vocoder:

It works on either an input Note, or Frequency. I have had such a large amount of fun playing with fart sounds and very low frequencies… :rofl: :joy: :cowboy_hat_face:

Cheers, Clock.

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I’m trying to integrate clockworx with serpens, is there any way to use the “play audio button” outside of the context of the clockworx node editor? I made a button called “sans” that, when pressed, calls the “play audio” button in the clockworx node editor.
The big picture is that it’ll play the audio file repeatedly, but only while the text is updating, much like the way it’s done in games like Undertale or Banjo-Kazooie, which should make dialogue basically automated for me.