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hi there
i'll include the 128 controllers
it's very similar to notes
if only 1 controller is used in the music piece, the midi-channel node wont have 128 control sliders, just 1
so they will simply be animated parameter sliders added to a midi-channel-node
making them do something in your daz scene will be your choice
also one slider for the pitch bend
one for the uh what's it called ... channel pressure
not sure about the per-note aftertouch
0 Bank Select (coarse)
1 Modulation Wheel (coarse)
2 Breath Control (coarse)
3 Continuous controller #3
4 Foot Controller (coarse)
5 Portamento Time (coarse)
6 Data Entry Slider (coarse)
7 Main Volume (coarse)
8 Stereo Balance (coarse)
9 Continuous controller #9
10 Pan (coarse)
.....
120 All Sound Off
121 Reset All Controllers
122 Local Control
123 All Notes Off
124 Omni Mode Off
125 Omni Mode On
126 Monophonic Mode On
127 Polyphonic Mode On
Hi Casual
"one for the uh what’s it called ... channel pressure"
Sorry if Im too keen, just excited LOL
Thank you for the Controls much appreciated
"not sure about the per-note aftertouch"
A feature of many keyboards where the performer can generate a control voltage or MIDI message by varying the amount of force applied to the keyboard while holding down one or more notes. Aftertouch divides into two categories, channel aftertouch (referred to in the MIDI standard as “channel pressure”) and polyphonic aftertouch (referred to in the MIDI standard as “key pressure”). Generally, when performers and manufacturers use the word "aftertouch" without qualification, they mean channel aftertouch.
Channel aftertouch refers to the average amount of pressure applied to whichever keys are held down; it is independent of which key or how many keys are held. Polyphonic aftertouch is specific to each key, meaning that the MIDI message that conveys it will contain both a note number and an amount; the channel aftertouch message contains only an amount. Relatively few synths and controller keyboards implement polyphonic aftertouch because it requires a more expensive mechanism.
In short if I press a key down, note on, then apply varied pressure to the key an effect can be applied to the sample
On a sax it could be modulation for example
Looking for a Sax to play with, that has animated keys.
I've found some sites with the key position's
Thank you for all you hard work
aiming to keyframe just the note-on/note off events when handling multiple notes on the same ... monophonic instrument ( a mouth )
.... instead of the brute-force solution of 1 keyframe per frame
carefully avoiding any puns about the word 'bend' to keep my atrocious pun output at manageable levels
note : for now mcjMidiLoad doesn't take 'tracks' into consideration
so if one track is for just one drum ( channel 10 )
and another track is for an other drum ( channel 10 )
then both tracks get merged into the same midi-channel-node named channel10 - Percussions
eventually this will probably change and mcjMidiLoad will create one midi-track-node per midi track
which i guess is practical when there's 2 percussionists
in the meantime if you have some time to spend on this
you could open mcjMidiLoad.dsa in notepad
look for a line that reads
and replace it with
the first line will print out the command that mcjMidiLoad is asking Windows to execute
which will look something like
the second line prints out the name of your Daz Studio version
the third line is the launch operation itself
my hypothesis was that Windows was refusing to launch mf2t
because mcjMidiLoad was telling Windows "i'm asking this on behalf of my lord Daz Studio"
but Windows was answering "No way you liar, your lord's name is "Daz Studio Public Build 4.7 Pro"
I'll try!
Thanks!
*EDIT*
Nothing to do, always the same result!
Anyway that .BAT file works fine! It converst the Midis and I can load the TXT in DAZ studio. At least that works!
But now I have got another problem... There are a method to delete a group of keyframes leaving only the zero?
I have KeyMate, but it deletes only the "skeletal" keyframes, the morphs aren't affected.
Since this script creates lots of keyframes, I wondering if there are some script that can help cleaning the timeline without selecting every key or closing and opening many times the scene!
Hi
Sorry is it IP or what shall we call you?
It gets overwelming if you have to much in the scene at once
if you would like give me your Email I'll send you a test Piano MIDI file and Wav file that has an single channel
ie Channel 1 it's MIDI type 1. unless you can make one for yourself
it is made using a piano that has 88 keys
start of with a single item in your scene say a cube
add the wav file to the scene
add the MIDI text file to MIDI loader
select the cube object
with just 1 channel you will only have channel 1 in the drop down list
leave notes as 1 to 127
choose what you would like to do say yrotate
in the note off leave as 0
in the note on set to yrotate 20
or you could use % say 100% and 150%
don't forget to add it in the list or nothing will happen
close down midiloader
and press play hopefull some thing should move when you hit play
It was at this point that I have asked Casual for a see what I've done and a delete key if you have made a mistake
have fun
Uhm... That "IP" makes me think you are talking to me... Call me Imago, if you like!
Anyway, I have solved in some way.
That Batch file Casual gave me works fine, I can convert my midis in to TXT in no time and the script does exactly what it have to do.
The lacking of functionality about MF2T is just little annoying now.
When I load the generated TXT file everything work fine, the movements are perfect and the timing impeccable!
What I have asked at the end is (if possible) a little script that gets rid of the huge amount of keyframes the script pour in to the timeline.
I use the MidiLoader to animate the mouth of a char. A short statement of three seconds creates about 270 keyframes.
I need to delete every keyframe of a specific node and part (Head/Mouth), leaving all the other intact and not affecting the "Zero" frame.
In this way I don't need to close and reopen the scene or select every keyframe manually and deleting one by one. Keymate can't help, since it doesn't delete the "morphs".
I think this can work for other figures like the pianos the script are studied for!
*Sorry, double message!*
Hi Casual
carefully avoiding any puns about the word ‘bend’ to keep my atrocious pun output at manageable levels LOL
note : for now mcjMidiLoad doesn’t take ‘tracks’ into consideration
so if one track is for just one drum ( channel 10 )
and another track is for an other drum ( channel 10 )
then both tracks get merged into the same midi-channel-node named channel10 - Percussions
eventually this will probably change and mcjMidiLoad will create one midi-track-node per midi track
which i guess is practical when there’s 2 percussionists
Spot on
Well done
I use MAGIX Samplitude a Multi Track Sequencer to record MIDI and Audio
it's also easy to save your creation in many formats
Great for recording, Multi layering and Multi Instruments
Hi Imago
Yes there seems to be a lot of key frames
I assume they are generated for each part of the model. so the more complex the more you get.
out of interest if you hide the bits of a model you don't want in the scene do the keyframes reduce?
I was playing at animating Dragon 3's head LOL
As the note on off's can vary when they appear in the MIDI file I was hoping to use just the note on event to change the Mouth Morphs
Im suprised KeyMate doen't show them. thankyou for the observation
No, they won't reduce because all those keys are on the "Mouth Open" morph.
Keymate it's an old plugin, as many other it got struck in the "Dark Age of version 3" and it seems that nobody cares about updating them.
*Quick edit*
Ah, I tried the Casual's Decimate, but even it can't delete the Morphs keyframe.
No, they won't reduce because all those keys are on the "Mouth Open" morph.
Keymate it's an old plugin, as many other it got struck in the "Dark Age of version 3" and it seems that nobody cares about updating them.
*Quick edit*
Ah, I tried the Casual's Decimate, but even it can't delete the Morphs keyframe.
i know i have an mcjDecimate for properties which i sometimes use
not sure if i published it ...
yes, but it's quite old so even if it says compatible with Ds3 Ds4
it may not work with DS4.5>
https://sites.google.com/site/mcasualsdazscripts3/mcjdecimateprops
and there's mcjRepeat action which can repeated ly do the delete-keyframe action over a time range
which is more recent and is compatible with DS4.5>
https://sites.google.com/site/mcasualsdazscripts4/mcjrepeataction
Thanks! I'll try them!
Absolutely perfect! No... It's beyond perfection!
With MidiLoader, DecimateProps and RepeatAction I have finally got all what I needed to do an awesome lipsync!
Thanks a lot!
Your work is amazing as always!
Hi Casual
I was looking arround for a posable Sax that had animatable keys
I found some but there really expensive at $25 -$100 each, Turbosqid and alike.
Not a lot available in Daz store
The free Sax versions I've looked at so far are not Posable
How ever I did find TruForm at Renderosity has 2 sets of Posable Instuments at around $10 a set
http://www.renderosity.com/mod/bcs/musical-instruments-2/107693/
http://www.renderosity.com/mod/bcs/musical-instruments/90725/
Been modified to work with Daz Studio and Poser
You get a Banjo, Bongo drums, Conga Drums, Double Bass, Drum Kit, Electric Guitar, Flute, French Horn, Grand Piano, Keyboard, Nylon String Guitar, Sax, Steel String Guitar, Timpani, Trumpet and a Violin
Have a great weekend and thankyou for everything
Hi Casual
Just thought i'd drop by to see how you are
TF from Renderosity has modified the Sax and Guitar to make them Daz and Poser friendly
He has seperated the Sax keys etc, so that can be posed seperately and added a pitch bend to the Guitar
Thank you for everything much appreciated
I've composed a Song and Built a new Stage
I've used your Cool mcjHands script to pose the hands
This is Casuals Keyboard Animated, using MIDI Channel 1 for the Right Hand and MIDI Channel 2 for the Left Hand
http://youtu.be/4alHNnjeXZ0
i'll go watch it now !
note that i have a stratocaster guitar on my site which looks a bit better than the one you used here
https://sites.google.com/site/mcasualsdazscripts2/mcj-1
also a Gibson Les Paul
https://sites.google.com/site/mcasualsdazscripts3/mcjgibgit
there's also a posable strap
https://sites.google.com/site/mcasualsdazscripts2/mcjstrap
but you need a LOT of patience to pose it :)
----
good video the timing seems ok
i think i said it but
if you save a video as an AVI from Daz Studio, the avi will be configured for 29.987 frames per second or some number like that
but that's wrong, so to get good timing that does not drift totally off-sync eventually
i open the avi in VirtualDub and in the video menu i change the frame rate to 30
then in the video menu also, i set the "direct stream copy" option
and do a file save
there is no recompression, so no quality loss nor long waiting time
----
oops almost forgot there's the takamine
https://sites.google.com/site/mcasualsdazscripts5/mcjtakamine
there's a banjo
a french horn
oops also forgetting
the telecaster!
https://sites.google.com/site/mcasualsdazscripts5/mcjteleblaster
Hi Casual
Thank you for all the Guitars very cool
re 30 FPS, i'd set Daz Studio and Virtual Dub both to 30 fps
I noticed a couple of things during play back, with Daz Studio it almost looked like it was missing some notes,
when I made the AVI it looked better, my eyes were focused the white notes but the black notes are also working OK , I did notice the Keys weren't going fully down, I assume the velocity is controlling the keys speed not it's distance I set all the keys to the same ytranslate-.9 and xrotate 7?
When I recorded the test song all MIDI tracks and Wave file were locked
out of interest I tried to record the audio at 96k using a different program the overall time should be the same,
but it men't a guess was needed to sync the audio and video together when I made the AVI, I left a delay in the Audio this time so the player can get ready at the keyboard
Hi Casual
Could you check something
I have loaded a sax that you can pose most of the keys
I have taken a note of the xtrans position of all the keys as it's not like a Keyboard
key 1= -.66
key 2= -.59
key 3= -.71
key 4= -.71
key 5= -.63
key 6= -.61
key 7= -.93
key 8= -141
key 9= -.98
key 10 = -.96
I'm using channel 5 that has a Sax on it
This is a little different as to get say note f =65 you need to hold down a number of keys I've a Sax Tutor program that said it needed keys 2,4,5,and 6 on the front of the Sax
leaving note on at 0, I set some of the keys to -.2 but i got some odd things happening like the keys occassionally moving in way to far
After some fiddling around I set note on to be one of the above and note of to be note on -.2 so note on was .59 note off was .39 ie a difference of .2
Ok so I selected Key 2 set channel to 5 note on to .59 and note off to .39
played back the sequence note on open note off closed
and yes note on note on did it twice, for some reason I can't work out yet as the song progressed I saw 1 note on gave a much larger xtran. Using Keymate I copied the note on from a previous note on and it corrected the problem?
unfortunately I can copy and paste but not delete these I have moved them to timeslot 0 in the past to get over some problems
OK now I tested it again and all was well
So now I added the next key 4 and all was OK
next key 5 seems OK
next key 6 now only key 6 is working others have stoopped working?
For the moment the "assignment list" is just a display of the assignments you made
when you exit the program, the list is destroyed
In upcoming version you'll be able to load/edit/save and re-apply that list
presently the script does the assignment then adds a line in the assignment list
you could try saving the key animation as a pose preset file ( duf
then open it in wordpad, use search and replace to change the translation values
then do a File/Merge to reapply the pose-preset-animation
note that unfortunately, again, Daz Studio decided to not store keyframe interpolation
so the keys will start to bounce because their sharp animation curves are now curvy curves
but most probably you can get them back to their snappy selves by using mcjSetInterpolation and applying the "constant" interpolation type
i'll test this today to see if that's a real possibility
( and possibly have the load/save option added to mcjMidiLoad )
( also the normalizing option which deems any key velocity above 0 to be 100% )
Hi Casual
Sorry you replied as I was editing my last my Bad
I'll see if I can save a pose file
Could you check something
I have loaded a sax that you can pose most of the keys
I have taken a note of the xtrans position of all the keys as it’s not like a Keyboard
key 1= -.66
key 2= -.59
key 3= -.71
key 4= -.71
key 5= -.63
key 6= -.61
key 7= -.93
key 8= -141
key 9= -.98
key 10 = -.96
I’m using channel 5 that has a Sax on it
This is a little different as to get say note f =65 you need to hold down a number of keys I’ve a Sax Tutor program that said it needed keys 2,4,5,and 6 on the front of the Sax
leaving note on at 0, I set some of the keys to -.2 but i got some odd things happening like the keys occassionally moving in way to far
After some fiddling around I set note on to be one of the above and note of to be note on -.2 so note on was .59 note off was .39 ie a difference of .2
Ok so I selected Key 2 set channel to 5 note on to .59 and note off to .39
played back the sequence note on open note off closed
and yes note on note on did it twice, for some reason I can’t work out yet as the song progressed I saw 1 note on gave a much larger xtran. Using Keymate I copied the note on from a previous note on and it corrected the problem?
unfortunately I can copy and paste but not delete these I have moved them to timeslot 0 in the past to get over some problems
OK now I tested it again and all was well
So now I added the next key 4 and all was OK
next key 5 seems OK
next key 6 now only key 6 is working others have stopped working?
Ok I've opened up Keymate and expanded the time line
I have manually just moved along the Timeline all is OK
They are all working fine no problem there, I might have to move the keys in and out a bit more
I can't yet see why the occassional movement is wrong, but I can correct it using copy and paste
I tried exporting as a pose file but it looks gobbledegook in notepad
I also tried reimporting using merge it but it wouldn't let me do that
if you did not use quantization, then mcjMidiLoad may have keyframed things between animation frames
maybe, i don't know, keymate doesn't work between animation frames
in the case of the daz studio timeline, when you work with non-quantized animations, you may move the time cursor to, for example, frame 30, you press the keyframe delete button and ... the keyframe stays there ! it may be because that keyframe is at animation frame 29.95, not at 30.0000000, so you'd need to use the "next keyframe" and "previous keyframe" button to get to it
i play(ed) the transverse flute and had a tenor sax at one time
in the upcoming version you will be able to assign a whole arms and fingers pose to a note
so you'll pose your figure for a note, select the bones implicated in that pose ( so it wont affect leg poses! )
and save that pose ( and even animation ) in a .dsa pose preset file
and in your assignment list you'll link that note to that pose-preset
and the important trick is, the animation can be scheduled to begin a few frames before the stick hits the drum or the flute levers close
Hi Casual
Ok I’ve opened up Keymate and expanded the time line
I have manually just moved along the Timeline all is OK
They are all working fine no problem there, I might have to move the keys in and out a bit more
I can’t yet see why the occassional movement is moving to far , but I can correct it using copy and paste
I tried exporting as a pose file but it looks gobbledegook in notepad
I also tried reimporting using merge it but it wouldn’t let me do that
notepad doesn't add the "linefeed" at the end of the lines i think, so paragraphs sometimes become 1 long line
but if its really unreadable it means you had the "compression" option turned on at export time
without compression the duf file is a plain ascii text, with compression it's like a zip file, i.e. cryptic numbers
also before doing the file/merge, you must select the sax key
----
if you're on PC i do have a free animation curve viewer and editor named SceneGraf
it doesnt handle non-quantized keyframes well, and probably doesn't have as many features as keymate
but for my needs that's what i use, that and mcjCyclesFilter and a few dozen of my scripts :)
http://www.daz3d.com/forums/discussion/14275/
https://sites.google.com/site/mcasualsdazscripts2/mcjscenegrafds45
and the old one for ds3
https://sites.google.com/site/mcasualsdazscripts/scenegraf
Hi Casual
Keymate looks good to use
Just mark the Keyframes, they turn yellow
Use the X button to delete Keyframe, cool looks like I can use that to edit things
"i play(ed) the transverse flute and had a tenor sax at one time"
Great to here, keep it up
Thank you for your help much appreciated
in this test a flute solo
i used Timidity to convert the mid into a wav
and the usual mf2t to convert the mid to txt
Timidity did not include the 1.5 second delay which precedes the start on the music
i looked at the keyframes for the midi-channel node and saw it zeroes all keys at frame 0
then at frame 45 it plays a note, i was working at 30 fps,
so i concluded i needed a 45/30 = 1.5 second delay
i used audigy to do this, but Daz Studio also lets you "insert" the audio track at a specific frame
so i could have inserted the timidity wav audio at frame 45
after i rendered the video, i went into virtual dub and changed the AVI frame rate from, not-exactly 30 fps to exactly 30 fps
https://drive.google.com/file/d/0B74NpQ_FHc6cUkNJVExGcThjRDA/view?usp=sharing
and here i changed the instrument in the txt file to saxophone, then i used t2mf "manually" to create a new midi file
used timidity to generate the wav, which i loaded in Daz Studio with a 45 frames offset
https://drive.google.com/file/d/0B74NpQ_FHc6cUm1zNEh6ZlBwZ28/view?usp=sharing
note that Daz Studio's mistakenframe rate is 30.303 instead of 30.000
so if your music piece is short it doesn't make a difference
but if your video is 900 frames, or 30 seconds long, the audio and video will be seriously out of sync at the end of the video
unfortunately this problem also affects the daz studio preview mode ( timeline playbacks )
midi music J.S. Bach Partita in A minor for Solo Flute - BWV 1013
http://www.jsbach.net/midi/midi_solo_flute.html
------
third version
i got a tenor sax soundfont from ...
and used timidity to convert it to wave
i'm not very familiar with soundfonts but apparently some single-instrument soundfonts are configured for Bank0 Instrument 0
so i had to use mf2t to convert a sax solo midi file to txt
then change the instrument to 0
then regenerate the midi file
and i configured timidity to use soundfont Tenor Sax.sf2
sounds good though so it was worth the effort
but that piece strains the tenor sax and is more appropriate for Alto i think
https://drive.google.com/file/d/0B74NpQ_FHc6cY0p0MjZNRjdfVnM/view?usp=sharing
in the upcoming ( Tuesday? ) version, the assignments are added to the list but not immediately applied as animations yet
when your assignations are ready you use the Apply button
or you can load and save the list of assignations
the reserved word "exp" in the "Val Max" column stands for "expand" it means, all non zero velocity values are treated as if they were 100% velocity
there will also be the possibility to edit/modify any item in the list
and
a delete-item button
Casual you are amazing
I've just added a single note f 65 added xtrans and can see all the occurencies f 65 that are in the MIDI sequence in Keymate
that task on it's own is amazing very very well done exceptional
I assume the xtran values I put in are in all of these, using Keymate I can now see the odd one that seems to xtran further, as I said earlier I copied a note on from an earlier one,to the problem one and all was then OK
On a different note excuse the pun LOL
Could I ask your advise re a SAX
I have a model sax that has a large number of the parts can be animated
There seems to endless themes on what they look like and what - where the keys are available
I found this site that has a great little program http://www.saxtutor.co.uk/Welcome.html
From this It looks like the Sax needs a number of holes open to play a note
I think i've got this right as the Key on the Sax is pressed the rods twist and open up the Sax holes
I can't move the rods as yet, but I can the Keys and hole openings
So i'll try xtran for the keys and rotate for the hole open mech in this model the hole cover and circular bar seem to move together
To do this I need to seperate the Sax key components further, the parts are parented
My question
I would like to know which Sax key operates which Sax opening?
This model doesn't seem to have the addition 4 keys and 7 of the others arn't seperated in the Model i've asked TF if this can be done
PS I forgot to mention in this model key 3 was parented to key 4, I have de pareneted it at the moment
Model Names
I also can see that different piano models use different naming conventions for the keys etc
A bit of Model standardisation would be very helpfull here
Hi Casual
No wonder i couldn't understand how to play a Sax "Pull's hair out"
I play middlenote c on a keyboard and I hear note c
In the program I just sent you a link to, the fingering positions gives you note c but it sounds different on different sax versions
I asked why?
The answer
I understand your confusion, I had exactly the same difficulties when I came to the Sax and it is frustrating. The general principle is that Saxophones transpose notes, this means that once you have learned the fingerings for one sax then you have learned them for all types of sax. The downside is that when you play a C fingering on a sax you actually here a different note (generally a Bb or Eb depending on the sax).
You can use SaxTutor to figure this out, if you want to HEAR a C our of an Alto Sax for example then play an ‘A’, in other words look at the red notes for each sound you want to play.
By the way, once I got used to transposing I figured out that subtracting 3 semitones or adding 9 to written music normally worked!
Clear as MUD LOL!!!!