Phil, the bass player, and I usually do posters together. I supply the artwork and he does such incredible work on the typography and pulling the look together (thanks phil). Recently we’ve been bumping a certain look through the posters that we’ve been loving which you can see here. Over the weekend however phil put the whole poster together for the up and coming Ric’s Bar show that is happening during the Valley Fiesta. I was so inspired by the poster I had to animate it.
Here is the wonderful artwork phil did up.
In the video you can hear a new track we are working on. So that means New hunz music coming soon. (and no it’s not 7bit stuff either )
So at work on Friday, I had mentioned that I wish 3dsmax had some kind of audio input so you could use different parts of the instrumentation to trigger events off. One of the guys said, “it does, and you are a n00b”. Fine.
After messing around with it briefly at work, I got all excited about it. So I spent my 4 days off playing with my recent Christmas purchase (thanks Danielle!) of box#2 and my new-found, audio-driven animation. If enough people like it, I might even consider doing up some tutorials on how it was put together. One thing I did realize is, I miss my power machines at work.
But here are some lowres viewport previews of the tests. Some of it might make it into the final. If you don’t know what a “viewport preview” is then prepared to be underwhelmed. It basically is what I see in the program. The prettiness happens later on, and it is what most people are used to seeing. Also note that below is some pretty intense geek talk.
Audio generated Animation 01
Particle face creator (PFC) is the inspiration for this whole piece. PFC is like a live boolen with a bit of a blobby mesh thresh hold to boot. It allows you to cut particle simulations into geometry. So After messing around with Box#2 I layered 50+ spheres. Placed particles through it all and gave them the PFC treatment. Ta da.
Audio generated Animation 02
This is simply seeing if the system works with the real song section I want to use. I also turned the gravity off and started lighting the scene. I wanted the scene to have all natural lights, so they all use the kelvin temps.
Audio generated Animation 03
After watching it all through, I really wanted the “GO” parts to explode, so I decided to rip up the floor using particles and the Particle Skinner. In this preview the flickers are due to shadows and polygons being to close together for the viewport to understand. The floor rip is also very chunky, which it won’t be as much in the final. Needless to say, I should have something early next week that is the final product. It is just going to be a snippet for the song “The Commotion”, but I might write a lead-in and lead-out for it. Stick around for the finished project.
Hope you enjoy these little teasers. This is the year of visual art and design for hunz while I work on my studio album. There will be plenty more on its way.