
How to make object pulse to specific backbeat via Sound Behavior??
Hello all,
I'm new to both motion design and Cavalry in general, so please bear with me. (As a disclaimer: I haven't really done any training for the software just yet--other than looking at a random smattering of video tutorials--only because I just want to get started on creating my animation project, and figured it be a great way to get acquainted with the software by just jumping in and fiddling with it.)
For fun, I am trying to create my own animation based on the music video for Looping the Rooms by Rusino (mainly, the scene between and 0:38 - 0:49, as the link shows). I want to create bars/rectangles that pulse to the song's backbeat, and I thought it's Sound Behavior functions would be great for this (as shown in this video and official documentation page).
However, I am having difficulty figuring out how to make them pulse to that specific backbeat in the song. The bars just pick up all the sound in the audio, really, so it pulses erratically. I tried seeing if I could isolate the backbeat from the Equaliser, but I can't pinpoint which band corresponds to it. (I thought it'd be easy to tell - just click the band that moves up and down to that beat I want! But none are doing that, and I don't think increasing or decreasing the number of bands helps...).
Can anyone tell me in simple terms how to do this?? Thank you!!
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EDIT: Okay, I have run into another weird problem too. Might as well put it here.
I want to import a PNG of a drawing I made in FireAlpaca. The drawing itself, from what I can tell is not transparent, but when I exported it from FireAlpaca, I did set it as a transparent image (so, you know, the color around the drawing wouldn't be white, like the canvas, etc.).
Importing the file into Cavalry, I am baffled that the image seems to be invisible. It's shown as a layer in the timeline but it isn't visible in the viewport. I don't know what is going wrong...