The next type of effect we have, are our oscillation effects. And like the color and power effects,
they all use the same attributes. So let's go in, we will add a zoom oscillation effect.
Now, oscillation effects run on a start and finish basis. They always have a start position
and they have an end position. Start and finish in positions. Now with this one which is zoom,
which is an x and y size, it starts at ten percent defaults. And scales to 100% default.
If we change these, let's say, we can make it two hundred percent default, then at one
point it'll go to two hundred percent of the original size of the shape or frame or whatever
you're working with. Again, you know we can change this to say, a hundred to two hundred.
And we can change those, we can change it to where they go. Maybe we want it to be,
you know 50. You can even do negative numbers. So if you wanted to do negative 50, it could
kind of go in and out. If we add a color effect, you can kind of see, how that would invert.
How it kind of inverts if it's inside out if you will. And they also do this, start
and finish between a certain amount of time. And that time is in beats or it's in seconds.
Now the beats, it'll complete the entire action within one beat, four beats, two beats whatever
you'd like it to be. And that goes off the global BPM in the software. Time is in seconds,
so we can say, we'll take two seconds to do it, one second to do it, or something like
ten seconds to do it. Delay is actually just an offset, so if you're doing weird things
with multiple positions and multiple zonings, you can delay the start. And that's in a percentage.
You can also change with the speed, the acceleration. So let's just make this 0 and 100 to make
it. Or 10 and 100 which is the defaults. To make it easy, we have a bunch of options here.
We have ping pong, which is in and out. It goes in and out. We have ping pong smooth.
What makes it, so it's accelerates decelerates. It's smooth it out. We have linear. So we'll
just go to the start and then the finish and then repeat. We have accelerate. Where it'll
slowly accelerate as we go along and start slow and then go fast. They have decelerate.
Which is the opposite. As well as bounce or it kind of bounces in and out between them.
It's kind of the inverse of accelerate and decelerate. Or the, I mean the ping pong smooth.
It's kind of the inverse of ping pong smooth. Two discrete steps. So it'll have two positions
between during the timing. Four discrete steps. So about four different positions during the
start and finish. Eight and of course 16. You can do linear once. So if you're trying
to do some interesting timing things, you can have it happen only once and then it'll
stop at the end. Random which will just put it into a bunch of places as fast as possible
in between those two. Then we have two random positions, three random positions, four random
positions. Work similar to the discrete steps. And then we also have custom waveforms. If
you wanted to make your own accelerations with these, but we'll talk about this as a
separate side note in more tutorials to come. Now, as well we also have the still rate and
damping. Which has to do with the speeds. Basically what these do is, at what point
it will stop. It'll give up. And dampening is similar in the sense, well, after a certain
amount of time it will slow itself down. So if you were to play, it'll eventually lose
its momentum if you will and give up. These a little bit more advanced features. And I
encourage you to play with them on your own. The last bit of attribute for oscillation
effects is the center x, center y and center z. What this is, is kind of like the vertice,
the action center, the middle point, that it will do this on. So if we change this,
it'll start, it'll change of which position. The action actually begins. So safely negative
one hundred the x axis. Then it'll start and it'll go from there. And that kind of is where
the focus point of the action becomes. And you can change those to be up. You can change
it to be down, left, right and z-axis, if you're working in z space as well. And those
are all of the attributes for effects. Now, for the oscillation effects. So if we add
another type of oscillation effect, we can say rotation. Actually a rotation, let's say
x. They all have the same attributes. So once you've learned those attributes, and you see
how they work, for oscillation effects, then you can go into any of these, and you can
see how they work. Rotation works basically by rotating the object on each individual
axis. It can be rotated on the z axis, which if we add just a quick color effect, you can
kind of see that rotation. See it rotating. So you can do those rotations. The next type
is position. So where the shape is positioned. And so you can change how it goes. And if
you wanted to you could say, let's say negative 50. If you want it to do this, you could do
it smooth. And you go back and forth. And if it's on the beat, then it'll do it in one
beat. It'll go from one side to the next on one beat. And you can do cool interesting
things, to help create a live Cue or even a timeline Cue or what not. I'm using the
timing, that's with the global BPM, so you can do interesting things with live Cues and
whatnot. The next types we have for oscillation effects are the mirrors. Which kind of duplicates
it. And the reason why this is an oscillation effect, because it again has the same attributes
of a start and finish. Of how much the mirror is or where the mirror is. This is a fun one.
You can play around with you can kind of mess with, how you want to do it. And again the
attributes are all the same. So if you wanted to have it be, you know. Bounce things, you
can have the speed change and then you can choose your start/finish points. Then we have
brightness, which works basically: You have a start brightness for the entirety of the
object. So if you say, you have a hundred and starts to the 100, ends with zero. So
any do something like a linear. On the beat it will, and you have one beat, it on the
beat it will actually go, do the things. You can kind of have a shape that even with, say
a position x, will on the beat, will, you know, go brightness. And that's a really cool
effect that you can make for a live Cue. So you have brightness. You also have ease in
and write out, which are similar. Basically it has a start and finish. Kind of a visible
points, which we'll talk about.Lets say key effect. If you use that it kind of draws in
and writes out the shape. And it kind of cuts the points away. You can mess around with
whether you want it to be, you know, 0 to 100 or 100 to 0. And then the basically the
other thing is, a solution, write out is the invert of that. And it has basically, has
a different start position. But you can also invert these, to do them from different start
positions as well. The next one is a perspective. And perspective is a little bit weird. I would
urge you to mess around with that, using when you're using a z-axis stuff. And it's hard
to explain. So we're going to kind of skip over that. I encourage you to look at that,
when using z axis for things. Next time you want to talk about is waves, waves work by
modulating one axis with another. And these don't have the same type of oscillation. The
same type of oscillation attributes that the other ones do for oscillation effects. So
this is a little bit different. With these what we have is, we have, if I change this
to a line, just to make it a little bit easier to see. We have amplitude of the wave, we
have the number of waves, and we have speed control. So if we just, you know, make a little
bit less insane, you can see, you can mess around with those waves. Timeshift of course.
Again gives you the same sort of position. Start position timing. And then these are
really cool. And then you can change, so what you do with these, the wave can be different
x to y, or their x to z. If you're trying to do z axis movements, as well as you can
do y to x. So if you have a vertical line, you can do that. You can have a go that way.
And of course the other z axis. One with y to z. Now the wave oscillation effects, may
look similar to the x oscillator and the y oscillator, located just up here. They're
actually different. The x oscillator and the y oscillator actually modify the points instead
of modifying the wave over the axis. So if we put it on a circle, this becomes more apparent.
So if we look at the circle here. And let's do this. Let's do the vertical. And we'll
give it more points. Just so we can see it in action. And then we add a x to y. So if
we meet the x to y real fast the oscillation effect. You see how this modifies. It kind
of modifies as time goes on right. This is because it modifies it by the point values.
Now if we mute this and we add the oscillation effect, you'll see that this actually modifies
the way by the at the axis. In this case the x-axis. When the x the based on the x-axis,
the y-axis will be waived. So you can see how these. When you look up and down they
actually match each other's movements. We're in the original, right from here, modify is
by its points and not actually by where it is on the x axis. Those are the distinct differences
between the the oscillation waves, and then the standard waves is up here. The last little
fun thing I want to show you, is if we put this back into a line, you can actually change
the type of wave it is. And you can do this in different places, but I'll show you here.
We can make them triangle. So you want to make it a kind of go up top and make them
straight lines. We can make them square. We can make them sawtooth etc etc etc. You can
do it based on audio. That people speak, when you have audio enabled. And you can do it
based on custom waveform. And you can shape this as well and do crazy fun stuff based
on whatever you'd like to accomplish. And those are different options for waves as if
you'd like. The next oscillation effects we have are the red, green blue and hues. So
for these you can kind of choose to pull in and out certain colors. So this one is, we
have a red channel. So we can kind of choose to bring it in all the way, or bring it out
all the way. And this is by stuff that's already red and come out. Or stuff that isn't red
will have a red added to it. This is an additive effect. So you can say zero to 100 again.
Its based off the beat, has the same aspects as all the other effects do. And it gives
a little dizzy, all those things you could want. That works the same way with the green
and the blue. The other one is hue. And if we bring up the hue. Hue is by a 360 degree
or a zero to a hundred percent on the color Spectrum if you will. So if you have a, if
we delete this, and we make this shape red, then you see, what it does is it will scroll
through 0 to 180, or to fifty percent. We're now 0 to 360 degrees, which will go through
all the colors and change the hue of the original color. So the original colot is red. So let's
just make this four beats, so you can kind of see it scroll through the colors. And the
timing in all the attributes are the same. They work the same in here. The hue scroll
just changes. It takes the original color and then changes that color as we go across
the line. And those colors are. And if it started with, it doesn't matter what color,
if start with cyan, start with green whatever, it would still do the hue scroll across for
that color. And that's all the oscillation effects. So again, most of these attributes
are all the same. Is just about what you really actually are trying to do, whether its size,
its rotation, its position, mirror, some of the modulators of point modulators, the waves,
or the colors. They mostly have all the same attributes of a start and finish point, and
you can shake that starting point and finish point between a certain amount of time. Sorry,
finish point and a certain amount of time. It takes to go between the start and finish
point. And that is the main defining part of an oscillation effect.