In sample 1.7 the animation consists in two simple static cubes. Every surface deformation and shading transformation applied to the cubes is driven by audiocontrollers.

Every audiocontroller converts the amplitude of a specific frequency band of the audio sample into animated values.

With camera tracking and compositing techniques the rendered animation is integrated into live action footage.




The audiotrack has been divided into 14 parts (spectral view in upper left). Every part has been splitted into a subset of tracks, each one containing a specific frequency range (the several tracks mixdown is shown in upper right).
Near the animation is shown the 3ds max modifier stack. All the different parts in the audiotrack are corresponding to a specific set of modifiers. Every animated parameter into every modifier is wired to audio controllers.

The two cubes are depicted red and blue.