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Creating perfect loops (calculating multiples)

Posted: Tue Aug 08, 2023 14:38
by kai
So I understand how to add up the total time for each effect and I understand how to get the multiple of each and then set the autopilot to the appropriate number of loops based on that information however...
when i go to render to file it still isn't a perfect loop so to the offset of some effects still not matching up for that multiple. I have even tried doubling the multiple, but same issue.

It is hard to explain maybe, but I'm sure someone here will understand. Is there a way of Resolume knowing after a certain number of loops whether the state of the clip is at the same configuration as when the clip began? This would be highly useful to be able to have calculated so you know how long a perfect loop would be as you change the speed, length, etc of automated effects using timeline or bpm.

Some similar function to how ableton has stats in the bottom left corner when selecting a number of beats, measures, etc.

Again so for instance if i have a rotation and set it to speed .5 at length of 5 seconds then the perfect loop would be 10 seconds. If I also have a color shift of .1 speed at 5 seconds then the perfect loop should be 50 seconds. It gets more complicated though the more effects you have at different speeds and the multiple calculation does not provide perfect loops.

(Also, in Alley it is incredibly cumbersome to have to drag the playhead arrow at the bottom instead of being able to click anywhere on the timeline and have it play from there. To be fair this is an issue for all playheads in resolume everywhere. An option to move playhead to clicked location whn clicking on a timeline would be beneficial.)

If anyone has any suggestions on how to better calculate how to obtain a perfect loop (ie when the clip is back to its starting state) please let me know.

https://youtu.be/v2nS5WGIRqs

In the video you can see that the rotation of the big rings individually are on a separate timing than the overall rotation. Pair that with the color shift an well...

Effect: Speed / Seconds
Shaper
Color brightness: 1 / 2.5
Transform
Rotation Z: .25 / .5
Linear Cloner
Start Rotation: .1 / 5
Distortion: 1 / 5
Master Rotation: .5 / 5

The multiple would be 100, so the autopilot is set to 20. This however does not give a perfect loop.
Thank you everyone!

Re: Creating perfect loops (calculating multiples)

Posted: Tue Aug 08, 2023 22:02
by kai
SOLVED:
Ok, I figured it out.
The main issue was that the sliders and the shown values are not accurate.
You can move a slider to .1 speed, but the speed may actually be anywhere between .1 and .11 but the value will show only .1

Is this is an issue? If I move a slider to a value I shouldn't have to then also type that value in to make sure it is indeed the value being shown. Now when I think back I remember that the tutorial videos they would always move the slider to where they liked the effect and then typed in the value even though it was the same value being shown that they typed. I now understand why. This is a weird choice though.

What I found was the issue in my clip:
Both the Linear Cloner Start Rotation value and the Master Rotation value were mislabeled as they were set by the slider. Manually typing in the SR speed value to .1 and the MR speed value to .5 solved the issue even though those were the values being shown.

The only way I realized this was the issue was because when I went to move the slider a few pixels the value shown didn't change and it wasn't until I moved it a certain amount did I get .11 so I wondered if in between those points the slider was actually .107 or something. Accidentally solved.

Future Suggestion:
At the very least an option that toggles "shown numbers via slider movements are absolute values" would be beneficial.
Also, somewhere there should be the lowest common multiple calculation already done for you that shows you how long the clip would be to complete a perfect loop. Granted it isn't difficult to do manually, but if the speed / seconds are not neat round numbers it becomes impossible without plugging in the numbers to an online LCM calculator. This way you can know if adding a .35 speed color shift or something is going to significantly raise the LCM.

Re: Creating perfect loops (calculating multiples)

Posted: Tue Aug 08, 2023 22:09
by kai
Another option would be to have values that have numbers that are non zero that are not being shown... to then turn the value of the number being shown red or some other color to indicate it is not accurate.

Re: Creating perfect loops (calculating multiples)

Posted: Wed Aug 09, 2023 09:02
by Zoltán
UI will always round floats. Try typing the values if you need them to be (more) exact.

The bounces in the animations will also double the time the parameter "loops"

Re: Creating perfect loops (calculating multiples)

Posted: Wed Aug 09, 2023 15:52
by kai
The issue is I do not know which values need to be manually typed in. There is no indication. It is very time consuming to have to go through every value, click on each, and make sure that the number shown is the actually value.

If your solution is simply:
"sorry, you have to click on every automated value, for every effect, for every clip just to make sure"
then that is wild.

To create loops I already have to do enough calculation especially if using multiple clips (as you can't render columns to file, and there is no way to see Lowest common multiple for clip length individually let alone by column so... I'm crossing my fingers i clicked on every value box and checked them so when i go to render to file it is actually a perfect loop. god forbid I missed one, i would never know because that information isn't shown to me)

Values that are different than the displayed value in the UI simply put in a different color so i can easily see which are not represented in the UI accurately.

If actual value != UI displayed value, text=red
An option in the settings to toggle this maybe too.