"Baking sound to F-curve" should have few changes
In graph editor, you can't move the baked sound curve, you can only add the sound where your timeline cursor is placed horizontally. It's only indicated with a cross where it starts, but you can't move it
and you should be able to do so, because if you need to change something in your animation after baking sound, then you have to add the sound file all over
again by deleting the baked channel, add that channel back by creating a new keyframe, put your timeline cursor to a correct frame, relocate the sound file again and choose it. Too many steps, so there is room for optimization. I propose that the baked sound should actually be a modifier for 3 reasons: <b>1.</b> you can add the sound curve on top of a curve by blending already existing animation with add, subtract, multiply and replace. <b>2.</b> There could be few values where you can offset sound's timing and strength. And <b>3. </b>You can put your sound file in the modifier, and just click a refresh button to re-bake the sound, so you can save few click by not trying to locate the sound file again. It would be even better if there is also an option to choose between a sound file, or a layer from video sequence editor, so it reads the audio data from there. So it wound probably look something like this
Also, if anyone knows a way to apply live audio to any axis, please tell. This would be absolutely great.
2 Comments
yeah this is one of my biggest pet peeves
having ability to map sound to f-curve , but not being able to "apply" and modify it in any way. I hope this feature gets an update, it would open so many doors for animation
Was looking for same functionality, may have stumbled on to this (apologies if known already)... I'm on blender 3.2.2
This keyframes every frame of the Sound F-Curve. Messy, yes. But allows you to tweak all transforms.