Spline Mapper for Animation

jersmi's picture

This has to be a FR somewhere, part of many discussions, but I couldn't find the focused idea, so here. I did see the keyframe FR, but this one is more basic, also purposely less complex than the QC timeline with multiple timelines and all that. Most basic graph module that allows a user to add points to it, normalized/mapped to [0,1] along x and y axes. Personally, I'd be fine with linear interpolation and no spline handles. And leave the graph exposed in the editor. The only "extra power" feature that might be cool to consider is ability to group multiple into a subcomp/single GUI. Or not -- something, anything!

Side note: I live in the SF Bay Area. I know a coder who worked at Pixar, talking about a huge breakthrough for animation at the time -- it was this idea -- a simple spline graph animators could use to quickly animate/articulate characters.

Screenshots, Mockups, and Videos: 


Audio Tools (and Resource Management)

jersmi's picture

Having spent a bit more time with Vuo's audio tools, I see some real potential. This is a two-part feature request in the spirit of "more better audio".

First request: take a second look at how Vuo manages computer resources regarding audio. For example, dropping frames in video can go unnoticed, whereas when audio hits the limit with distortion, drop-outs, etc., it is immediately disruptive. Right now Vuo feels a little fragile/volatile when pushing these limits. (There is also no current way to monitor when Vuo is getting close to resource limits).

Is there a way to optimize resource management to stabilize audio? Could Vuo, for example, take better advantage of multicore processing for audio (and perhaps even get better performance with audio + visuals)? (To be fair, my experiments have been with Vuo's audio synthesis tools -- these by nature are more resource heavy for real-time processing. Audio-file or sample-based approaches would perform better.)

Audio Units? I don't know if this would even be possible -- what about internal access to Apple's built-in audio units? That would cover a lot of ground with the basics. Do these translate at all to Vuo? Audio units of course would open the door to MIDI instruments, but that really takes it another direction, and the issues with resource management become even more important. But it would be cool.

If not, I'd vote for a couple built-in basic audio effects:

Spatial tools -- Reverb and delay. First choice. Besides making musical sounds more pleasing, consider interactivity -- for example, in game engines like Unreal Engine or Unity one can assign reverb to some sound element to make it seem far or close.

Second on the list of priorities, more EQ (filtering) and tools for dynamics (compressor/limiter).

More -- saturation/distortion, chorus/flanger/phaser.


Use soundcard directly as an audio input

Currently when we wanna share a video or screencast of a live audio reactive composition we can either play the sound out to the speakers and input it in the microphone again (default macOS behavior) or for higher quality, use soundflower to use the sound card directly as an input, and change the input to sound flower in Vuo. But you need to go to system preferences and choose soundflower every time.

Would it be possible to change this directly in Vuo, to use the sound card directly, as an audio input beside "default" Do the same as soundflower but without soundflower ?

This will be mostly useful when Enable composition's "Start Recording" menu item to record audio will be implemented, until then, we can use Quicktime.

PS : I don't understand a lot about audio ;)



Speech synthesis (text-to-speech) node

Is there a way to access the OSX voices via Vuo? I know how to do it using unix commands in Terminal.

I want to have an event trigger an osx voice that speaks.


Notes from Team Vuo

Vuo Pro: 

No — available with both Vuo CE and Vuo Pro


●○○○ — Up to a few days of work


●○○ — Appeals to current community

Implemented in Vuo version: 


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