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.