AE6 Overview: Convert Audio to Keyframes
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Step 3: Alt+Click on the Stopwatch Icon for the Scale Property to activate expressions. The fast and simple way to sync the mouth with the audio track is to use the Pickwhip to link Scale to the Audio Layer Channel.

[an error occurred while processing this directive]The resulting expression looks something like this:

[thisComp.layer(“Audio Amplitude”).effect(“Both Channels”)(“slider”), thisComp.layer(“Audio Amplitude”).effect(“Both Channels”)(“slider”)]

Creating a RAM Preview yields the following result

Compression of the QuickTime file is causing the lipflap/delay.


Looks okay, but the mouth on the character disappears completely when he is not talking. This may not be something you desire so a modification to the expression is needed.

Step 4: The simplest scale expression in AE land is Scale, which uses the current scale value. For the purposes of CAK, we can think of this as a minimum amount. If you temporarily deactivate the expression, you can change the value to one that looks appropriate. For this exercise, I changed South Park Stephen’s mouth scale value to 30%.



Step 5: Reactivate the expression. We now need to set a maximum amount. This is where the audio keyframe data comes into play.

Delete the current expression and use the following instead:

m= thisComp.layer(“Audio Amplitude”).effect(“Both Channels”)(“slider”)
Scale+(m,m)

The expression now reads – take the current Scale value (minimum) and add to it the max amount to both the X and Y axis (m,m).

Creating a RAM Preview yields the following result:

Compression of the QuickTime file is causing the lipflap/delay.


Much better.



Source: Digital Media Online, Inc.

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