simmer209 wrote:
I have several items that I want to react to my audio file which is an hour+ long in length. Am I understanding wrong that I need to attach my audio to each individual item in order for it to react to the audio file? The problem is it is taking 6 hours for Motion to analyze the audio for one item!!! I might not be using a top of the line Mac Pro, but I have a maxed spec Retina iMac.
First of all: OUCH! Working with audio is going to cost you (time). You might be better off breaking down your audio behaviors into "chunks" — individual audio behaviors every 5 minutes or so (plan for gaps in the audio) for any given parameter — but before you resort to this, read on...
I am hoping I am understanding this incorrectly and that there is just one location to insert this audio that is analyzed once, and then all items I need to react to audio can be pointed to that already analyzed audio file.
Yes - you need to have the audio analyzed ONCE. You also need to let the Mac *finish* analyzing before moving on to something else — interrupting the process will halt keyframe production at the point of interruption. Once you do that you can actually option-drag duplicates to other objects (or even duplicate it for the same object.) Then use the Apply To drop down to assign that audio behavior to *another* parameter.
Also, once an item is finally analyzed to my audio file, any changes to that item (such as moving its layer position, adjusting some animation sliders, etc.) is causing Motion 20-40 minutes to process the slightest change, making it impossible to work with.
Yeah... this is a bummer as all the keyframes that the behavior produces must be updated... The way around this is to add a Behaviors > Parameter > Custom Behavior to the object. Add Parameter the value you need to adjust and use the Custom to adjust the offsets — Motion, in general, will process these offsets in "real time". If all you need to do is adjust "amplitude", adjust the Audio Behavior Scale parameter (adjusting this does not usually cause recalc'ing all the analyzed keyframes).
When working with audio, you need a plan. If you're just experimenting, only use about a minute of audio material and figure out what you want for your end result. This includes setting Frequency Ranges as you should have these figured out before you try to apply to specific objects for analyzing AND the Smoothness (and Peaks) option. Better yet: if you can separate each instrument (or subsets of instruments) into individual discrete files (easy to do with MIDI sequences, not so much with mixes.) The overall end effect is much better. [Using Left or Right Channel options is also effective.] As I said: have a plan — keep notes! Once you have a plan in place, then you can change your audio — re-analyze your "key" audio behaviors and option drag duplicates to the other objects that will share the effect. If necessary, and you have natural gaps, you can subdivide the "tracks" with more than one, shorter, audio behavior. You will still be able to duplicate these across multiple objects.
It will still take you some time...
HTH