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Using Open Source Software to Create Animated Visuals for Modular Synthesis

BSides Buffalo · 202253:4219 viewsPublished 2022-06Watch on YouTube ↗
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About this talk
Alexander Mitzkus demonstrates techniques for creating long-form animations synchronized to music using Blender and free and open source software. The talk covers procedural animation workflows, audio-reactive visuals, F-curve drivers, and practical optimization strategies for rendering complex scenes efficiently without commercial software.
Show original YouTube description
Making music is great, but creating compelling animations to it can be tedious. In this talk I’ll share my way of overcoming creative, technical and logistical hurdles that come with the task of creating 13 minute and longer animations, using FOSS and without compromising quality. This talk will help you to open up a Laptop and start creating visuals for music of all kinds. The main tool will be the open source 3D suite blender. While not designed for beginners this talk will be accessible to all audiences that are not scared of trying new software. About the speaker: Alexander Mitzkus Alexander is a creative from Cologne, Germany. Motion Designer for 9 years, Blender head for 13 years and trying to be a music nerd every day.
Show transcript [en]

all right i'm going to go ahead and introduce you um well the synthesizers are coming out nice hi i'm broome patterson i'm a professor of state i just gave a talk on free and open source software and freedom open source software is my sort of wheelhouse and that led me to amsterdam where i gave talks at the annual blender conference but at the same time that also um allowed me to meet uh alexander nixon um also known as zugomaster and uh so he lives in germany cologne germany and he's presenting it to us from there right now so i'm going to turn that over to alexander alexander thank you so much for speaking to us i think it's like

four in the afternoon there is that correct yeah yeah super duper um and uh let us know uh if uh you can't hear us but we can hear you uh just fine we can all see you we can see your presented screen and uh so thank you so much i guess it's time to begin let's go so um first welcome thank you for joining the second track i i heard like the first the track is like the regular uh infosec and tech business and then track two so the uh um arts artsy that's what i'm trying to do um i'll mostly ramble about stuff so one part is um why am i talking like what's

what's my plan because in the end this what i'm talking about is bringing together my work my hobbies like the synthesizer stuff and also sharing knowledge about blender free open source software so also feel free to ask questions because the one thing i had when present preparing this talk was should this be like super technical should this be like easy for beginners to enter like try to like get a lot of people into it and just not show too much of that so if you're interested in creating stuff you can open it but if you are not interested in the software itself you can just like take have some takeaways and think about if you're like doing something with

computers often people ask you hey can you do x and maybe afterwards you can do animations for music this presentation is done in review.js just telling you uh because it was super nice to work with it you can write your presentations and either markup or markdown it's a bit weird and techy but that's like really nice um the things i do i'm working as a free 3d artist or and sometimes motion designer for a while that's my alexander mitzkus my professional me but then there's also at supermaster who's doing a lot of stuff for the blender community or inside the vendor community and also creates art and other things so 3d graphics is always better

sometimes i usually use unity for things now i'm switching to godot for this to have like the open source part a bit more closed um some things are these like super abstract and generated things like small tests this was for november um event where people from the 3d community had like a daily session through all of november i also tried to do a thing where i tried to create spaceships procedurally just from generating like boxes and noise together and rendered them like some fashion that it looks like a spaceship and just not some boxes together um but i also um like um hardware synthesizers and this is the project where i mock up these small modules um that can create

sound and these are like actual physical things but these are markups that just try also to represent letters because it's again like one of these daily challenges which are really nice to just like keep at it because there was like the super nice illustrator niman he said like um sports people train every day or every second day at least and artists just like laid back said oh no i don't need to to practice so but i'm one of the people that says like yeah you need to practice and you need to just yeah get get ready uh for my time hits you and it's like okay we need this by the next two hours or so

just to to not stay on the computer too much i also try to sketch more i broke my arms last year and i was not able to work on a desk i was not able to draw on paper and i was not able to do a lot of things except for watching tv but i could use a ipad and did some illustrations so like even two broken arms stopped me from creating weird figures that do my physiotherapy physiotherapy i hope this is an english word and then to actually do not use the screen use the screen even less i do sketches in my books and um just composite them into pictures during the commute so like the book can look

like this um and then i just put it together so it's like a huge collection of things now um why am i telling you this because this is also where i got here and also what i'm doing in this talk so i do music because i'm interested in it but i also want to do like the full package and the full package was really interesting with blender and open source because i do not have to be um like paying for the months where i'm not doing this and i'm drawing but i can just like do it whenever i want these synthesizer things now audio tests often sound like this and i also film it sometimes because

we're all content creators and we're all crazy and doing too many things [Music]

so it's basically a small spaceship on your desk that makes space with suns it's a lot of clicking lights so that's already nice sometimes there's even some musical sounds that can come out of this box without anything else being plugged in so this is one of the cases that's really just this this hardware box manipulating itself and making

[Music] that was the last test that i didn't want to put in because that's that's actually a good example sometimes you don't want to be like the whole setup with lights everything but you want to have your music represent really nice um so what you do you try to make a music video or like uh and of course there's like i think i can could tell you like forget my pocket liners and tools like live in the browser and also a bit nice but that's not what i do i use language music movies animations and assets so i also want to do these animated music videos inside of blender just keep this running and the thing that i'm really interested in

is to make things that have a quick turnaround not because i have um financial gain behind and i want to make money with it but because i want to have fun with it and also have like a close thing afterwards so it's really important for me that this does not take like two weeks but it can be done in an evening or two just like sitting down at the machine programming the animation and then having the result of the equipment um the first was this really fast techno track i hope it's not i hope it's not too loud but i'm just letting it run for a bit

and video compression hates this this looks really nice right um um and i'm just going to start this here and the thing was uh this track is actually like nine minutes long and it's intended to be nine minutes long but it's a big problem if you have been rendering like family videos or something like this but you have like actually long moments and you like want to edit them together and then render them out like blender or windows movie maker or whatever you use um will render for a really long time because it's just processing everything and you have the same thing with 3d graphics and blender and brand is like one of the uh people

that tries to overcome this with processing power so you can just like throw a lot of processing power onto the task and the rendering but i try to do the other way around and to set things that are really efficient so i'm just going to pause this the more environmentally friendly way i probably my carbon footprint from my work is sometimes distressing yeah and that's the thing it's actually something i think about when creating this because already like these hardware synthesizers and making music with physical things you solder together it's not the most environmental friendly thing so i don't need to like throw a server hours onto something like this so i set up this um thing that renders

in real time and then just capture the which i'm rendering so it took me a bit longer than nine minutes of like a full macbook pro m1 so like i took the word machine cycle but it's actually quite um efficient it has some drawbacks it's not like the most fancy uh animation it's mainly just like really refractive reflective surface with glow but in the end it's like an animation where in this whole nine minutes uh no frame is the same but they're all pretty um close to the same and they're not the actual same kind of if you would of them they're all different i'm looking at the clock i talk way too fast um

but but that's um like the this part i've also been uh doing music videos for friends that are like um more complex and more um like more detail but for these things it's like how do i get a music video or like an animated clip out in like an evening um how am i doing this so you can open a blender and like look for a tutorial how to animate something and you will probably land on some donut page whereas like tell you to spend money on them or something like this um but you can just open the software and start trying stuff out and then just like get back to the internet and don't listen to the donut

guy there's animation mods when you use blender most of the things you do are done by hand in the first time so if you want to move from left to right it's just as in any other software you click on something and it moves uh you click where you want the animation to end this takes a long time animation modes by jack look is a way to have these animations done digitally so you have a note tree that just has maybe some inputs like you have a texture input or you have actually an audio input and you generate new objects with list it's currently maintained by omar emara and he's doing like super nice things

and just um making sure that this project is um going because jack is working on a more official version now um reviewjs is super good i can just look at website and they um have this website that is really like not the shiniest thing but um um i show this like this because it's not mine um gives you like an overview from 2017 so it's like um pretty pretty old already but it just helps uh creators doing these really complex procedure animations that can be around based around particles or motion graphics and it used to be really complex to install for blender but now you can just uh download your latest version and even just like that make sure that

it approximately fits your blender version but then there's also versions for more recent blender versions but that's not too hard to find to stop this video um things i've been doing with animation also something like this where you actually use this node system not to generate your whole scene like before the whole animation but it just triggers a rigid body system to generate new particles or new objects and then it runs again um it's a basically the same thing just in a different fashion and it's a nice system that creates reusable no treats uh node trees that you can just plug into a project and then have these things flow around with a better sun

the problem is animation nodes is not really an official part it's an add-on and it's also an add-on that needs to be loaded separately so blender comes with a lot of stuff built in and then some add-ons that are shipped with it but not enabled by default so it's a bit more easy to understand what's happening because information knows this um messing with some parts of blender quite hard it's kind of beneficial but there's a solution to this and it's a new version of a such kind of system with just geometry nodes so now we lose one part because before we had a system that is actually set up to make animations um with a node system and now we we're back

to just geometry but it's not a big problem for us one side note animation noise is valuable and i have been using it in professional production and it has been a bad experience because of the nature of bengal you can just like save the animation notes and your blender version from your project and then if you need to go back like me to a two-year-old project you can just open up everything as is before you have your plugin running or add-on running you don't need to care about the things so i recommend for like really production products if you want to use something that's like not official just save the not only the project data but with blender you can

also save the actual program and the add-ons separately and archive them so if you need to go back and change something everything is working as expected geometry knows is the official blender feature and it is in place to enable more procedural workflows in london so the idea is to have like a solid base uh with trying to have 2d levels of data access so for the professionals that we're trying to get like really a handle on every point in our 3d mesh and have like a system to um to organize data then um at least we're dreaming about this there's still a huge way because geometry knows now i checked two years i think they started in 2020. so it's

built on top of the knowledge gained by nationwide and now inside of like a bigger official code so how does it work i've been talking about quite specific blend of things before and i'm trying to show you how it looks for later so when you open up blender you get the mighty default cube there's like a millions like postings memes there's people doing full short films about this cube looks something like this it's a great cube and we can also generate this cube procedurally because right now it's a fixed mesh so if you go in and want to change something on this you actually need to go in and move like one point or the other point at least on the data

side so we can make the default cube from these geometry nodes geometry nodes is such a normal system where you have a group input that has outputs and you have a group output that has inputs and we can put something in in this case we're putting in a cube prefab which has the size 2 by 2 by 2 and has a vertex on each side let's take a look oops quick side now again the blender default cube has a measurement of two by two by two bladder units or meters if you're there and many has been have been expecting it to be one by one meter like this at least if you're from europe it's the

common thing to have something in one cubic meter um but it hasn't changed until this day because as the chief developer back in the day and today chairman of the blender foundation said the size of this cube derived from its radius one so i'm pretty sure that's not the radius of this cube but in case anyone wanted to make this procedure eq look the same as the default cube we need to have the units 2x2 and then it looks the same um so now we have a system where we can generate geometry um but how do we animate the cube um to animate the cube we can add a system where it takes time which is what we need for animation

and we need a transform so instead of taking the mouse and moving or rotating the cube we are now animating the thing live inside the snow tree which looks something like this i'm just going to go back to explain because in blender the um can you see my mouse further yes okay then we have the x-axis to the right the y-axis to the back and the z-axis to the top so here we can see that we are rotating around the z-axis and axis and have the transformed side here so it's just what we expect the module rotating of the z-axis um this is the basics so that we don't we're gonna need more to animate

something with geometry and also we need something that has an input that changes over time we need something to transform and we need an output so as my talk having said it's about animated visuals for music or sound so we need one way to get sound into blender and for now there's no let's say nice way to get live audio inside the blender so we have to bake the organic blender it's not again like the super procedure workflow but at least it is a good way to support this procedure workflow so what means making sound to f curves oh yeah the feature is called the volume java if we bake oil to f curve we just take

the envelope of an audio track which is this orange line here to a curve an animation curve in blender and you can already think of this like have uh the scale of the cube triggered by this and it will be um 0.5 units big and it will go down here to zero components that's basically just the cube jumping up and down which is well that's what i do um we have also some options in this so we can restrain the vague sound to f curve to the threshold and i will show this later in a live demo and what it basically will do before we were recognizing any movement in the audio file and now it just

triggers on changes in the audio file that go over a certain threshold this part 0.3 and units i've forgotten which kind of view this is but it's not this um and then there's something that's really helpful for this kind of animation and something that i want to use more um and i said like this is like rambling and thinking about why i say connects um you can accumulate um the this sound so um it's a bit much because it's usually not going back so much but instead of just plotting down the value and each point of time we are adding or accumulating every value that we have before so instead of just like having the cube go up and down um it's just

like getting bigger bigger and bigger and while this might be useful for more complex animation is on the scalpel this much a lot is set up in this small example so what i've done is i copied the accumulated f curve here and put it on the position of the small empty so now a random moving camera is following this cube and instead of scenes that i had before was like one piece in the second we can just um take this cube and have it like wander through a landfill and this is just like a metaphorical landscape um but this um [Music] this will help have an animation that is synced to the sound and process

something will sing to the sound because you can see like this small um small function plot here uh it's like always on the kick drum there's something happening and it's also a bit with the noise of the audio track and it also changes the speed of the animation if i remove a kick drum or have more kick drums coming the cube will move at different speeds and you can yeah just like set up your whole animation and then have it move through a world of tubes or like have a rotation so you see like maybe the front of the coin the beginning of the whole animation and nine months later you arrive like on the same side

um just something that is linear in space but not linear all the time um because in my description i said like yeah how to do ethically pleasing things i want to pick out one small part of a quickly pleasing at least from animation and this has to do with like the setup of getting from just like a cube that's like bouncing to something that has some kind of organic animation my files look something like this because usually i sit here in the evening record audio and then i just call it modular tuna numbers and sometimes two letters and sometimes a number um this is the animation we're talking about uh when i upload these to social

media or when i archive them for myself they have nicer names but the file name is just modular two lenses

and this is already using the accumulation for the rotation so it's just like something that rolls the table around the certain axis over a long time but i want to take this further for the next um so this is how it looks inside of banner usually and when you open it up you have like this gray setup but as i want to save energy and be a bit efficient this is also the final rendering for me so in this file and i use it i have it set up so that it doesn't take much longer than uh 30 fps like uh one third of a second to render a frame in practice it's a bit longer when

saving out and writing to this but yeah it's kind of efficient and you see what you're doing while you're working and this whole animation has just this one note tree so um there can be setups that are really complex and this even might look complex at first it's actually quite simple and just some things i want to share with you because we have two kinds of spheres here if we go back uh it's like the bright and bright ones um to get a small overview let's just remove uh the dark ones and this is the same nude tree with the dark ones removed it's like kind of crappy painted out but we get just um

and now i show you where i have the f curves um the f perks as i said is just like one value that changes over time so it's plugged in by a driver that's for the blender professionals but you can plug in this f criteria to uh this node tree and it's just one value that bounces around between 0.45 and are like zero points something like a really small number and one and the second one here is so just bouncing around um [Music] when i get the sound based into an f curve i will use an empty object or like this little cube here to have something to visualize what i'm doing because again to be efficient and to be quick um

i first analyze the audio on these cubes and it could be like just one axis uh for like uh three objects one for the mid one for the highest one for the lowest mysticistic filters uh the the eq of the sound and these two cubes give me um like my whole animation everything is derived from this rotating cube and the bouncing view so um that's our dancing cubes so we use these to instance something so the whole the original shape that you can see is a sphere as a set up here it actually says ipo sphere and this will be transformed it will be transformed as a rotation i'm doing a super hacky thing here because i'm using it as an

artist i don't care that it's making a grey value to a blue value same thing here because i want to have the scale change uniformly between something that is uh two and three not two and two one two um i just plugged in the scale directly into the blue socket a grey socket is one well value a view socket with three values so it's effectively this will be outputted as a geometry and just get pumped down the track until we are somewhere here at the output how does it look it looks something like this so we have a sphere that is now taking input from the up and down movement to scale and from the rotation

also into its rotation just by making these this simple rotation into a more complex rotation onto multiple axis again with like a procedural system if your cubes are not same all other animation will be true so if we have the system where we bake everything in it's baked in it's a bad thing but it also means that we don't have to care if something will run out of synchronization or if something is not tracked we can just easily scrub and check if everything is good um the issue is this does not look really complex like it's just jumping um to give it a more organic look we will we can use um different types of noise textures and blend them

and in this note 3 i'm showing before i've been doing this in the lower left and it's basically when you add the noise note it will appear like this that's just the standard and i'm feeding in the position to set the position of each vertex is the verb in the word each vertex of this object so just say going back here real quick if you want to check this out and you're diving through it yourself you will maybe maybe notice that some of these note trees have like this rom wrong and then yeah i called it wrong in my thought um and these things will be called fields so if you look for blender and geometry

novels you will super quickly find fields and it's important because the new version uses fields and so if you find a tutorial that says field update or fields that's where you need to go because the good thing is you can have a regular value like circle that connects to a fear no issue but blender will be really mad at you if you try to connect the field to the value because as i said we're doing this field for each and every point and this just doesn't work i cannot do multiple values onto one one value but i can add the same ones a single value to all of the other values um adding this noise to every vertex of the

object so not just like to the center of it and then look something like this and because the noise is different for each point um or each points position it will have a quite organic and in the end i'm only adding to each point of this sphere um a circle either black or white um so what's next uh what's next is my life demo where is my life that was like okay where is the live friend of mine um cannot bore you with like an old project that i have i just quickly mocked up a new project for the start to stop the presentation and move to blender so you can understand how it looks in the probable program

[Music] okay so and now i see them amazing system preferences i should have tried this with protective before but i will explain my whole screen because i know i can do this i cannot do this perfect um you can only share a chromecast uh yeah now give me a second i will jump out and okay okay can you invite me again

the smallest

are you using chrome yeah yeah but i wanted to share like the light blender feet oh god damn it okay

do

um [Music] yeah but uh the general idea is to just instead of your scene cleanly so you don't have um too much stuff that happens around you and you use the landing light then we'll do this click okay then i'll show my virtual camera and then i switch my camera so easy to use video boom and now you should see blender yes let me see something fixing stuff while i go okay just to show you how it actually looks because i made like this neat little screenshots and it's at least for me super interesting to see people actually work in software and so let's take this rp it is animating onto audio and we can already see this

low cube is accumulating a value and moving up the mids are also doing something and we do not have a lot of movement on the high notes i can scroll through my audio file and see if there is a place where here there's more action on the high volts and i get more information which is nice for me because i know my animation will be more interactive or like more active in the parts where actually higher notes appear the geometry modes i've been talking about then looks something like this i showed this note 3 before center this um a note 34 of this module and it's pretty similar to what i have been showing you before

so at first the first thing we have is a

again a sphere object then again i can show you i'm also animating this object with the high volts for example and have like this back and forth again from the not accumulating value and then i'm just adding layers and layers and layers to make it complex and more interesting so the first thing to do would be instancing something on top of it oh that was the wrong button

so we're going to instance a cube on it and now it's just a yeah fixed tube um setup it's again just bouncing as we had before um what i can then do is also add rotation for each of these cubes and so now every cube is rotating on its own axis

alexander i don't mean to interrupt where is the um the sound the baked f curve um oh yeah where is that getting the input into the geometry i don't see how it's coming in for a full thing so first empty so it's okay i i think i know where it's coming from you're connecting those empty cubes and then yes so let me show you um because this would be then the the last part before time runs out just make this nice [Music] not perfect but to get audio from here you first add your audio track to the um to this thing here you can just take some some audio that you want the important part is your audio

should be at the same point as your animation data so i will still use the audio from all everything else even if you can hear it then i add one thing that will hold my animation information so as before i have these like jumping cubes that's my youtube that makes sense so using the jumping cubes is an intermediary to bring it into your geometry because it's really nice to see you can modify them and you have full feedback of what is actually happening from the data and i put a keyframe so now this has a keyframe at zero zero zero and then here is the animation mode uh the animation curve and if i would do it by

hand it would be something like this where animate the points going up and down um but that's not what we need we can just generate a animation automatically by using having everything selected like the z axis that i want to animate and say base sound to f curve and now i hope the window goes opens up let me see no it doesn't open up for you so i'm going to switch uh this is interesting um i actually cannot okay and then you just select the video and say the lowest frequency to take so i will 440 hertz to 600 hertz so when you bake the f curve that's when you can choose what frequencies to bake yes yes

and so now i have this with the cumulate and just take it so it's going from the camera tone from the a from 40 hertz and i would not accumulate because it's easier for you to see and because it's a baking process you have to undo it or overwrite it to let's see the changes so now this is always when there's like a basically either a kick drum or like a guitar note kind of song and i can

i can't remember can you um modify an f curve that's baked like can you smooth it out and you can but then you have to do multiple steps so you go in here and uh because you would need to um burn this in even deeper right right it would have to convert it to convenient keyframes or something yeah first bake it and then unbake the curve and now everything is keyframes yeah yeah um we'll just now again manipulate them and then you can also take this which is really nice and thank you for asking um and you can do this with any you could also just like draw in stuff you you want to do

that you can just say decimate and go in just like but you could just like remove keys right smooth optional yeah and then just like have this uh being a smoother version of what the rest of this happening but we're not inside the launcher yet which is bit sad but again i use these intermediate objects to keep a hold of everything that's happening i can copy this value as a driver copy as the driver and then select anything inside here that will be driven so it could be check something that would be interesting you can reuse and um put the driver here base driver um and now we'll animate this but again it's really small to have control over

things and that's why i'm using the intermediate objects i'm so exciting excited that i understand this

means a lot to me and you do stuff with it and you have now your one value the y-axis going to the back and you multiply it by something like 10 and put it into the translation and now you have this thing happening uh inside here that's actually something that could be useful something like this

i go back to the camera because now we'll just move back and forth from the camera and so if something would be happening like a focus point would be set at the center of the scene it would be constantly running in an autofocus and then again because we have a null system and we can reuse multiple things this could then also be plugged into maybe the axis of something and we can just like make these complex um animations uh on animation uh happening and sync to the music and because it's procedural whatever that means uh like as then maybe you don't need it all the time but it's good to have something set up in a

way that it's manipulatable so i can change the amount of cubes it can change the radius of the original file like the original object and the most important part at the end

in um we could write some sort of api where you could have uh some sort of input to control all of these from like say a physical interface yes yes and that's where things could get really powerful for like vj stuff yeah and that's also where i'm planning to go next so that's like the two things that i the most interest interesting to me from this point now is first getting someone because it will not be me um to make this more accessible for like real life or real manipulation there's a super cool add-on called animate all which will give you access to blender via midi or osc and so it's basically doing this already

but it would be cool to have also like the audio running into it which is kind of possible as you can send something like this envelope over or see but i haven't find something useful yet um and the other thing is so let me switch back from a presentation presentation for this so i can also slowly conclude uh present a tab that is open which is this

um so there's two things like this like making it more interactive because it's rendering in real time already so why not pop in the audio in real time and then have like as brand said a slider maybe um track the intensity of the animation or like just like have something rotate or even if you um get data in you could have like a camera tracking setup that tracks the scene in real life in real time and have just like stuff happening around a dj um the other direction i want to explore is having things with a bit more story to it so i'm currently looking into these um generative characters that then would be generated

to the audio and for the other part which is like triggered by actual animation that's like um ever shifting character um going along and having like a really bad day like the script is something that's trying to get his outfit sorted but then it's like changing all the time because it's so easy for him to change his outfit so yeah something like this will probably happen um and that's already where i want to like conclude everything and if there's questions do anything um open it up um i'll just jump to my first slide again because you can easily find me with sugar master i try to be helpful in real life and online so if this was way too much information

for a 45 minute talk feel free to just add me on twitter like just write to me hey you said something weird how is does this actually work and also the blender community is really open and really nice to beginners to professional like creators from other fields just try to connect and ask questions and you should usually get a really nice answer from people that's something i meant to talk about in my previous discussion before you spoke was how the community in this open source world is so helpful and they're so glad you're here and uh and sometimes in the open source world or in the closed source world they become much more proprietary about what they've known if

you want to learn this then you've got to you know you've got to you've got to pay me and blender's not like that at all but on the other hand i think it's a really like if we want to have a tiny discussion about this i think it's really nice that it's opening up for uh the blender work that there's really high quality training that of course you cannot get for free because it's like um not high quality only in the sense of like the result that they um want you to believe you will get afterwards it's really high quality but like the actual educational material is really high quality and there's like i've seen now

people doing um blender tutorials that are really focused to getting um designers whatever that means like visual designers integrating with banner like the first like years of my career was basically doing this on my own and now seeing this how easy this to quick start it really pays off to just like give like somebody even 500 bucks and say like okay with this course i have a really good level of knowledge and i don't know like two weeks or something like this because in the end it saves you a lot of headache um and it's yeah it's good value well one of the things that i i struggle to teach my design students is that

because there are other design classes and the notion of design is that you have to pre-plan pre-visualize everything and make everything exactly the way you want and then execute it exactly according to your plan and uh and as you know in your process sometimes what we do is we invoke chaos and we love the chaos that that that that emerges and then we frame that chaos and edit it and and scrutinize it because that that is a process that is more natural and it's really interesting that you come up with something like this on a tech conference because in my real real life me working professionally we tend to work in like agile projects and

working in in in an actual project as a creative person doing something like this it actually felt kind of natural to just like getting a minimum viable product done and then just like build on top of this and also using maybe a sprint to invoke as you said chaos like doing things again so i think like uh at least modern software productions that i know that are like these agile projects tend to be more close to this chaotic process than like okay we want to have x and then in three months you get uh x with like maybe a feature that's or so exactly i i think a lot of innovation happens by throwing everything on the floor and

looking for the patterns that emerge and when we try to pre-visualize and pre-plan everything we lose we lose the the beauty that comes from randomness and the software gives us that that capability are there questions no questions as i said questions can be asked later you can catch me well super alexander thank you so much for your time i really appreciate it i i was super inspired um because i was wanting to do things like this and uh do you know um my friend antonio um he's also known as hello cat food yeah yeah of course yeah oh ah really yeah yeah oh my god reason from i'm a huge fan like he made like this he made

because because i think it was like one of the first people like there's multiple versions of it now that there's like the ring of audacity uh bring an image to audacity and glitch and i still teach that tutorial to my students where we visualize some broken data but he would be very interested in this process because he's been using pure data for a long time for his vj work and he would be keen to do this i've been trying to get him to come to the blender conference i actually brought him to buffalo from the uk a few years ago i got some money together he did an exhibition here but super awesome guy and you guys need

to talk yes we will have a great conference and see you soon yep and i will prepare a swag bag and mail it across the pond for you thanks so much alexander i'll talk to you soon talk to you soon bye