Got a model rigged and ready to animate in 2.5 beta, but it needs to be synced to an audio track - think dancing to music. I’ve been unable to figure out how to view the waveform of an audio clip in 2.5 beta. In the past, I loaded the audio clip into the audio window of 2.49 and looking at the waveform I would set markers, then use the markers as I animate the rig in the action editor.
So, with the audio window gone from 2.5, how can I import an audio file and view it’s waveform to set markers, sync animation to audio, etc?? What is the new workflow for this? I’ve brought the audio into the VSE, but can’t view the waveform of it. What am I missing here?
Sequence editor. Add / select an audio strip and enable ram caching in the properties > sound panel to see the waveform. I have to reselect the strip for it to appear.
You can do things by ear if you have enough computer grunt. Scrubbing and sync settings are in the timeline menu. Maximize performance with the audio settings in user preferences > system panel (device, buffer size, sample rate, etc).
Funny, you have linked the kick drum to an arm instead of his leg!
I have found that Blender 2.5 sound is not really “finished” for professional long use. A few seconds seems to work fine, but add multiple tracks and go beyond a minute and you will see what I mean. The developers seem to focus on short little test like this. Not real production worthy stuff like a 3 minute sound track with music and voice over.
I think you can use the existing 2.49 sound script to make the initial IPO. Save that file. Then open it in 2.5 and Blender will convert the IPO to an f-Curve for you.
One trick I found, when the waveforms suddenly disappear (often when re-opening the file) you need to free cache and load the original sound file again to “refresh” the waveforms. BTW I haven’t checked to see if this is still a problem since I last used this in 2.53.