After Effects Sound Keys Plugin Download

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Carmelina Olden

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Aug 3, 2024, 4:42:52 PM8/3/24
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Sound Keys create instant audio driven motion graphics in after effects. Use Sound Keys to select parts of an audio track and generate keyframes that your link to animation properties. Scale, rotate, and move to the beat, or use audio to drive effects.

Sound Keys can be used to trigger other visual effects. For example, combine Sound Keys with Element 3D to have scaled, based on a drumbeat. Isolate a snare drum hit as the trigger, or just let the general volume drive the effect.Create your unique musical visualizations projects with Sound Keys right now!

Some examples from the previews are not included in the project because they require additional plugins. If you need these projects write me after the purchase through this form and I will send you these projects in the email.

I've watched along the tutorial, then tried on AE CS6. When I add an Adjustment Layer above one of the solid with CC Kaleida effect, doesn't work like in your tutorial: it shows the kaleidoscopic flower only in the size of the solid (in my 200x200px solid), but it doesn't extend on all the size of the composition.

Workaround: precompose every single solid then in a main composition apply adjustment layers like in the tutorial. I've tried a little experiments here. Probably I'm gonna leave my brain stuck in here :D

hi there
I didnt know before what Trapcode Sound Keys exactly does, but after I had seen this tutorial I thought about a way to achieve the same without this plugin:
You have to create a Solid with the "audio spectrum" effect on it. Then create a Null Object and position it exactly on a specific part of the audio spectrum like it is done in the tutorial with soundkeys. Then apply a expression slider with the following expression:

target = thisComp.layer("your musiclayer");
p = target.fromComp(this.toComp(transform.anchorPoint));
s = target.sampleImage(p,[transform.scale[0]/2,transform.scale[1]/2],true)[3]*100;

the slider now will give you values from 0 to 100 depending on how much the Null-Rectangle is covered by the audio spectrum. Works very nice.
Does anyone know a way how to then apply a falloff to this expression values, similar how it is done with soundkeys? So that the values do fade back smoothly and not so abrupt?

Great TUT! in terms of the CS6 issue, I made a precomp of my 3 square layers + soundkeys, inside that enabled continuously rasterise on the 3 layers, then back outside in the main comp, I enabled collapse transformations. Ive got the adjustment layer in my main comp and its now filling up my entire comp.

Thanks

Hi folks,

I don't know why this happens with > CS6 versions but in the end I think I managed the problem for myself.

I finally dragged all 3 cubes into the center of my active comp and then created the adjustment layers for each solid and applied to every adjustment layer the CC Kaleida effect, well, it multiplies everything correctly now.

Hope this helps.
Cheers
Aaren San

A few years back I had recorded myself on the piano with a mic. Well, I cant play nearly as good anymore, but still would like to do some work on my song. Is there any way to give it a more stereo effect? Im guessing I am looking for a plugin to help me with this. I am going for this sound where the high keys sound like they are coming from the right side, and the low keys sound like they come from the left side.

Not sure what to do next! If I understood the plugins better maybe I can edit the dual tape decks to give me the separated sound im going for. Not distorted, but a great stereo atmosphere from my piano.

You can get a very presentable fake stereo effect by simply delaying Right only without Left. If you listen in headphones (no computer speakers, please) your playing will become deep and wide as you increase the delay.

Hey guys! I'm trying to stabilize a piece of extremely tricky footage. The stabilization needs to be reversible. Ordinarily this is easy... you just apply the tracking and rotation data inverted to a layer, and then you precomp the stabilized comp, and apply the non-inverted data to the precomp. Voila!

However in this case, due to the trickiness of the stabilization, I've ended up with a chain of parented nulls, each with a combination of position, anchor point, and rotation data (some added manually, some imported from Mocha). The result works, but reversing it in the traditional way is no longer possible.

I've thought of a dumb solution to this problem (more on that below), but what I'm wondering is whether anyone has a smarter solution. Is there a way of using an expression to read the footage layer's objective position and rotation (taking into account the whole chain of parents)? If so, then I could simply convert that expression to keyframes, and invert the resulting keyframes to get my "unstabilize" data out of my big mess.

I have a Black Solid 3 with a CC Particle World placed within it. I have some particles set up to run at 0.01 velocity outward from the center of my composition. I've put the following expression on the Velocity setting:

EDIT: Okay, it seems the issue was having the variable named as 'value'. Now that it works, it still doesn't seem to work as intended - I'd wanted the particles to move very slowly outward, and then whenever bass was detected, to speed up, until the bass was no longer detected, in which case it would return to a slow pace again, anyone have any idea how I'd go about doing this?

I am trying to make the static waveform that is used on Soundcloud in After Effects at the moment and I have run into an error. I was hoping you all would be able to help me debug (with my limited programming knowledge). I used a method from a website, which can be found here: CreativeCOW

I am using sampleImage to extract the data from music and convert it to AE number values (captures the RGBA values from the area inside of a null on top of an audio spectrum). This allows me to automatically animate particles from Trapcode particular to any song. If you are wondering why I am not just using the Trapcode sound keys plugin... well it's just not as good in my opinion. Here's how I set up my expressions:

From there you can pick-whip anything you want to these "Final Output" values, and it will be animated to the music. To keep the range of the values proportionate to the parameter I am animating, this expression is used on the parameter-

This setup works BEAUTIFULLY for roughly the first minute of the comp. Render times are extremely quick... but as soon as I change my work area to start a ram preview past a certain time (usually after the first minute), it is like my computer chokes and each frame takes about 5 seconds to render. Here is a short video of me demonstrating the problem. You can see the first 3 attempts are flawless, but the 4th at the 1:30 mark in the comp takes incredibly long to render. Also, the further down the comp I go, the longer it takes to render.

Note: There is nothing changing in the comp past that certain point. If I simply remove the expression and let the particles fly randomly, the ram preview remains lightning quick throughout 5 minute comp. Changing rendering engines doesn't seem to help anything.

Hi, iam trying to set stroke width based on shape scale, (to maintain fixed stroke size) so ive used "(1/transform.scale[0])*500;" for stroke width expression, but this only works for either stroke width, or stroke height. What am i doing wrong? Or how can i apply ths to both stroke width and stroke height at the same time?

I wonder if there's an expression which would allow me to synchronize walking character's steps with its horizontal position? I animate two-legged character's legs for walk cycle, but when i animate the whole character's X axis position it's very hard to avoid its legs from skidding across the surface. any free or non-free plugin/expression for this?

I want to submit what looks like a bug to me, publishing it here might help other who encounter the same issue.
If you have a very long composition in which you apply a time expression expression (scripting), depending on what is inside your expression, After Effects might try to fill the memory until you can't do anything and have to restart AE .

I am animating a kind of northern light effect with particles and a wiggle expression. At a certain point in time, I want to pause the wiggle effect and make some manual position changes (like a path that the light follows). After a couple of seconds I want to resume the wiggle effect again.

I know I can point an expression to a particular layer in a particular comp to get a value, eg. comp("OpeningTitle01").layer("TITLENAME").text.sourceText will get the value from the layer TITLENAME in the comp OpeningTitle01, but I want to make multiple comps (so I can add them all to the render queue at once) where each will change the value of the underlying comp. Can this be done? The comp where I will use the expression is nested about 5 levels below the top level, and I want to put the value in a layer in each of the new comps. Any help is appreciated- thanks guys!

Moving of The pale blue square is what I want, but if I use loopOut() expression to make such moving, it makes this green square movement. This green square has only 2 hold interpolation keyf rames on x position, and I just use default loopOut() expression. Seems green square's key frame 2 is ignored after first loop by loop expression.

I am currently using a "bounce" expression on the position parameter of some objects as they come on screen. However, the next time they change positions, I don't want them to bounce. Every time a motion tween ends in a static position, the position expression gets applied and the stuff is moving around.

I plug my machine into a projector/sound amplification setup regularly for teaching. Often, when I get back home afterwards, the sound volume controls no longer work. Neither the dedicated volume keys in the function key row, nor the volume slider in the menu bar have any affect on output volume. Also, the keys changes don't affect the slider position, or vice versa.

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