The animation editor imports the score of the five lines.
Very often, when we make music animations or advertisements, we will make actions according to the rhythm of the background music. However, the current animation sheet and timeline can not accurately show the waveform of the background music, and the background music in NLA can not be played synchronously with the scene in 3DView.
I know some music software (cubase, studio one, Ardour, MuseScore) that can edit the score of the five lines and export the midi format. If we can accurately align keyframes with the score of the five lines in a timeline or other animation editor, it will be convenient to make rhythmic animations.
3 Comments
What is your proposal here? It seems you want a way to align keyframes to beats from an audio signal, but I don't understand how?
There are multiple methods to do it already, you can add your audio to the video sequencer and enable waveform display to align your frames:
The waveform display over 10 samples within a frame. At 24fps that's a precision of 4.16 milliseconds, I doubt you need more than that in Blender's scope.
If you need more precision or want to isolate a specific frequency, you can make a keyframe on a dummy object then use the function "Bake Sound To F-Curve":
When browsing for the audio file to sample, you have lots of options to control it:
You can even make your own live waveform visualizer with geonodes if you want.
Geometry Nodes Blender 3.0 [Audio visualizer Waveform] - YouTube
Baking audio waveforms to keyframes does achieve animation alignment, but I don't think it's visual enough. Because of the network, I can't upload the picture. That's about what I want: i0.hdslb.com/bfs/article/ea67954fef53a1a534154e129a41a86b5d9d1601.png@1256w_758h_%21web-article-pic.avif
It's not clearer to me. I hope you realize that Blender is not a music sheet editor, right? And that aside from midi files, audio files have no information about notes.