[Fuse] Blip

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SecondMan
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[Fuse] Blip

#1

Post by SecondMan » Fri Nov 08, 2019 11:53 pm

Remember the last time you had to animate single frame events in your comp? Muzzle flashes, anyone? Flickering light bulbs? Lightning strikes? Glitchy motion graphics perhaps?

Always those three keyframes in a row: set first keyframe to zero, set the second to 1, set the third to zero again. And having to do that painstakingly 37 times in a 200 frame shot, only to forget a key so you get that slow transition between two of them, or having to go into the Spline Editor and cleverly copy them over one by one, but you have shaky hands at the end of the day and you are a frame off here and there...

Super annoying, right? :)

So I came up with Blip! A handy little Modifier for Fusion.

Blip_v1.3.PNG

Simply do those little events by typing in the frames where you want them. Super fast, super easy.

Originally this tool had a single text field control and all it did was switch from 0 to 1 on single frames. I've added a couple more handy controls for this first public release:

Rest Value: the base value of your parameter. This is the value the Modifier will output on non-Blip Frames.

Blip Value: the value the Modifier outputs on the frames defined as Blip Frames.

Blip Length: doesn't have to be single frame Blips of course...

Attack/Decay: for Blips longer than single frames, you can fade them in or out. A setting of 0.5 will go from Blip to Rest by half on every frame (for example 1, 0.5, 0.25, 0.125,...)

Blip Frames: the frames where a Blip starts. You can type one frame per line, comma separate them, space, tab, up to you. You can be as sloppy as you damn well like :mrgreen:

To prove it, here's a sloppy example:

SloppyBlip.PNG

Code: Select all

{
	Tools = ordered() {
		Blip = Background {
			CtrlWZoom = false,
			Inputs = {
				GlobalOut = Input { Value = 100, },
				Width = Input { Value = 1920, },
				Height = Input { Value = 1080, },
				["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
				TopLeftRed = Input {
					SourceOp = "Blip1",
					Source = "Output",
				},
			},
			ViewInfo = OperatorInfo { Pos = { 266, 15.8485 } },
		},
		Blip1 = Fuse.Blip {
			CtrlWZoom = false,
			Inputs = {
				RestValue = Input {
					SourceOp = "Shake1",
					Source = "X",
				},
				BlipLength = Input { Value = 3, },
				AttackDecay = Input { Value = 0.25, },
				BlipFrames = Input { Value = "1 10,\n18   , 25 ,	30  ,\n\n\n60\n\n\n\n		90 76 ,70\n\n81\n\n\n15\n12,13,13\n\n\n	0	95", },
			},
			Version = 130
		},
		Shake1 = Shake {
			CtrlWZoom = false,
			Inputs = {
				XMinimum = Input { Value = 0.031, },
				XMaximum = Input { Value = 0.331, },
			},
		}
	}
}
Get Blip in Reactor in about 10 minutes (give or take)... right now! :cheer:
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ShadowMaker SdR
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Re: [Fuse] Blip

#2

Post by ShadowMaker SdR » Sat Nov 09, 2019 12:05 am

Oooooo.... this looks really nice Pieter. And it also opens up other possibilities for other kinds of animations, when you tear it apart for parts and build new stuff with it. Cool. Cool. Cool.

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SecondMan
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Re: [Fuse] Blip

#3

Post by SecondMan » Sat Nov 09, 2019 12:25 am

Thanks Sander :)
ShadowMaker SdR wrote:
Sat Nov 09, 2019 12:05 am
tear it apart for parts and build new stuff with it
That's the idea. Can't wait to see what you'll do with it!

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Re: [Fuse] Blip

#4

Post by AndrewHazelden » Sat Nov 09, 2019 3:04 am

SecondMan wrote:
Sat Nov 09, 2019 12:47 am
You can do lovely stuff with this:

Image

(apparently the longer you watch that, the smarter you get)
Actually the longer you stare at the output of the node, the better you do at creating a fuse based epilepsy testing system. Specifically, blip for Fusion could have a secondary use for medical testing along with an EEG if you were willing to use Lua + FFI to interface with a few electrode sensor inputs wired in. :D




The only thing missing for a complete fuse EEG solution is a fork of Bryan's tapered line drawing fuse so it would be possible to chart a graph of 3 Hz spike-and-wave discharges from an electroencephalogram. Rumor has it that Fu16 does a better job at potentially triggering, then plotting seizures due to it's improved UI, and the BSpline curve support changes in the Fuse API compared to what Fu9 offered.


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Re: [Fuse] Blip

#5

Post by ShadowMaker SdR » Sat Nov 09, 2019 6:10 am

@SecondMan One thing I notice in the demo gif that not all blips are equal in length or is that optical? Can all parameters like length etc be animated as well? (I should probably just download it and see for myself)

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Re: [Fuse] Blip

#6

Post by SecondMan » Sat Nov 09, 2019 7:03 am

@ShadowMaker SdR That's simply because you can put consecutive frames in Blip Frames :)

(Of course all parameters can be animated as well.)

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Re: [Fuse] Blip

#7

Post by ShadowMaker SdR » Sat Nov 09, 2019 7:34 am

That's confusing. If it's a consecutive frame, how can you fade in and out? (I know, I know, download and explore...)

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SecondMan
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Re: [Fuse] Blip

#8

Post by SecondMan » Sat Nov 09, 2019 7:49 am

The same applies to frames that are closer together than Blip Length (+1), or Rest Value can be animated, or Blip Value can be animated, or...

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SirEdric
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Re: [Fuse] Blip

#9

Post by SirEdric » Sat Nov 09, 2019 12:56 pm

Cool stuff, Pieter. Cool stuff!

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SecondMan
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Re: [Fuse] Blip

#10

Post by SecondMan » Sat Nov 09, 2019 3:10 pm

Thanks Eric! :)