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venue [2023/04/30 00:59] nightmarelyravenue [2025/04/15 03:44] (current) nightmarelyra
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 +====== ☆ VENUE - BASICS ======
 +| **Basics** | [[venue_camera|Camera]] | [[venue_lights|Lights]] | [[venue_post_proc|Post-Processing]] |
 +
  :!: **WORK IN PROGRESS** :!:   :!: **WORK IN PROGRESS** :!: 
 +
 +-------------
  
 One of the things that makes Rock Band customs unique is the ability to create highly customizable stage shows for your charts. This page will help you understand how this works. One of the things that makes Rock Band customs unique is the ability to create highly customizable stage shows for your charts. This page will help you understand how this works.
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 The stage show is authored in the VENUE track, allowing you to pick camera cuts, lights, post-processing and pyrotechnics. The stage show is authored in the VENUE track, allowing you to pick camera cuts, lights, post-processing and pyrotechnics.
  
-==== Rock Band 3 Style ====+-------------
  
-This is primarily done via Reaper, using text events and some MIDI notes+==== ☆ ROCK BAND 3 STYLE ====
  
-==== Rock Band Style ====+This is primarily done via Reaper, using text events and some MIDI notes. The guides on the wiki will refer to this method primarily. 
 + 
 +------------- 
 + 
 +==== ☆ ROCK BAND STYLE ====
  
 :!: Add info here on how to do this and what program to use :!: :!: Add info here on how to do this and what program to use :!:
  
-==== The Basics ====+------------- 
 + 
 +==== ☆ LAYOUT ==== 
 + :!: Will add pictures :!:  
 + 
 +  * **Singalong Notes** - Place these when you want other characters than the vocalist to also use lipsync animation. Be aware that if you have Harmonies authored, by default Guitar will always be HARM2, Bass will be HARM3 (or HARM1 if no HARM3 is charted), and Drums will be HARM1. Keys will take over for either Guitar or Bass's lipsync. 
 + 
 + 
 +  * **Spotlights** - These creates a spotlight at the desired character for the duration of the MIDI note. The spotlight takes a short moment to activate fully, so we recommend having them start a 16th triplet early to account for this. 
 + 
 + 
 +  * **Text Events** - Where you put most of the authoring for the venue. 
 + 
 +---- 
 + 
 + 
 +==== ☆ THE BASICS ====
  
 Creating the venue is essentially like being a music video director and stage show programmer at the same time, with your goal being to make something that fits the song and makes for a better experience for players and spectators alike. Creating the venue is essentially like being a music video director and stage show programmer at the same time, with your goal being to make something that fits the song and makes for a better experience for players and spectators alike.
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   * **Camera cut density** - A common trick in film making is to use quick changes in camera cuts for intense parts, and long drawn out shots for more mellow parts. This can be used to great effect to help match the mood of the song.   * **Camera cut density** - A common trick in film making is to use quick changes in camera cuts for intense parts, and long drawn out shots for more mellow parts. This can be used to great effect to help match the mood of the song.
 +
 +
   * **Camera cut variety** - Try and focus a little bit on everyone in the band across the song. Try mixing up which type of shots you use during repeating parts to make it feel more dynamic.   * **Camera cut variety** - Try and focus a little bit on everyone in the band across the song. Try mixing up which type of shots you use during repeating parts to make it feel more dynamic.
 +
 +
   * **Map out big camera moments first** - Find out which moments of the song needs some big dynamic camera work, and then add filler shots between those to make the process easier.   * **Map out big camera moments first** - Find out which moments of the song needs some big dynamic camera work, and then add filler shots between those to make the process easier.
 +
 +
   * **Play around with lights and post-processing** - You can create some truly artistic and fantastic effects and colors using these. Just be careful about stuff like strobing lights and the red/blue post-proc filter, as to not give any photosensitive players a seizure.   * **Play around with lights and post-processing** - You can create some truly artistic and fantastic effects and colors using these. Just be careful about stuff like strobing lights and the red/blue post-proc filter, as to not give any photosensitive players a seizure.
 +
 +
   * **Take inspiration from official music videos and live recordings** - Sometimes it can look real nice to try and recreate memorable visuals from real life performances of the song. Even if you can't recreate something 1:1, having an approximation of it can still serve as a fun reference and a good way to create the bedrock for your venue.   * **Take inspiration from official music videos and live recordings** - Sometimes it can look real nice to try and recreate memorable visuals from real life performances of the song. Even if you can't recreate something 1:1, having an approximation of it can still serve as a fun reference and a good way to create the bedrock for your venue.
  
-Further down we will go into more detail about what each camera, light and post-proc event looks like in-game.+We will go into more detail about what each [[venue_camera|camera]][[venue_lights|light]] and [[venue_post_proc|post-proc]] event looks like in-game on their own respective pages.
  
-==== Layout ==== +-------------
- :!: Will add pictures :!: +
  
-  * **Singalong Notes** - Place these when you want other characters than the vocalist to also use lipsync animationBe aware that if you have Harmonies authored, by default Guitar will always be HARM2Bass will be HARM3 (or HARM1 if no HARM3 is charted), and Drums will be HARM1Keys will take over for either Guitar or Bass's lipsync+==== ☆ SINGALONG NOTES ==== 
-  * **Spotlights** - These creates a spotlight at the desired character for the duration of the MIDI note. The spotlight takes a short moment to activate fullyso we recommend having them start a 16th triplet early to account for this. +FIXME Add pictures FIXME 
-  * **Text Events** - Where you put most of the authoring for the venue.+ 
 + 
 +These MIDI notes will tell characters other than the lead vocalist to activate lipsync animations for the duration of themBy default everyone but the lead vocalist will instead do unrelated face animations while playinghence why you need to specify this to the game. 
 + 
 +There are three different MIDI notes for singalongs; guitaristbassist and drummerThese do not decide who sings what however, it only activates their animations. 
 + 
 +------------- 
 + 
 +=== Who sings what - Number of Harmonies === 
 + 
 +Depending on if you have just solo vocals, two-part harmonies or three-part harmonies, it changes who lipsyncs what part: 
 + 
 +  * **Solo vocals** - Everyone lipsyncs the same part 
 +  * **Two-Part Harmonies** - Guitarist lipsyncs HARM2everyone else lipsyncs HARM1 
 +  * **Three-Part Harmonies** - Guitarist lipsyncs HARM2, Bassist lipsyncs HARM3, Vocalist Drummer lipsyncs HARM1
  
-==== Camera ==== +Keep these in mind when authoring your venue. [[https://github.com/trojannemo/Nautilus|You can also change this by editing the DTAusing the external MiloMod software bundled with ConTools.]]
-Camera events picks which camera shots to use in-game. Each event contains a "pool" of multiple shots within the same category, meaning your venue will not look 100% identical each time you playbut it will always follow the cues you have decided.+
  
-If your song has Guitar, Bass and Keys charted, some shots might not show up in-game depending on which instruments are picked in gameplay (for example no Keys shots if only Guitar and Bass is picked). As such, you'll want to stack shots on top of each other in these cases, so the game will use a different shot if the priority camera shot is not able to be used. If no backup shot is authored, the game will instead use a random shot.+-------------
  
-**The priority is usually as follows:** +=== Who sings what Band Lineup ===
-  Keys +
-  - Guitar +
-  - Bass +
-  - Vocals/Drums +
-  - All+
  
-So for example, if you have Keys and Bass shot on top of each other, the Keys shot will always play if a keyboardist is on stage, and the Bass shot will only play if no keyboardist is present. We recommend first authoring camera cuts the way you'd want them optimally, then go back and add backup shots where neededHowevercloseup shots and directed cuts will usually have higher priority than non-closeup or non-directed shots, so keep that in mind when stacking.+You might have noticed we haven't mentioned Keys in all this, and well... this is where stuff gets complicatedDepending on your band lineup in-gameeither Bass or Guitar singalong markers gets assigned to Keys instead:
  
-=== Camera Shots Normal ===+  * Guitar and Keys Keys lipsyncs Bass singalong 
 +  * Bass and Keys - Keys lipsyncs Guitar singalong
  
-This is the list of normal camera cuts:+Be sure to author the camera cuts in the venue to account for this, and keep things like stacking priorities in mind; Keys shots will always have priority over Guitar and Bass shots, for example.
  
-  * **[coop_all_behind]** --- A shot from the back of the venue, looking over the band and the audience. +This can be an absolute nightmare to deal with for songs with multiple lead vocalistssuch as a song with several rappers having their own versesIn those caseswe recommend building a dummy file with just solo vocals or all parts on every harmony, then extracting the milo animation file using ConTools and using that insteadwith both Guitar and Bass lipsync markers activeUse creative camera cuts to hide that both members are lipsyncing.
-  * **[coop_all_far]** --- A shot from the audience, looking at the band from afar. +
-  * **[coop_all_near]** --- A shot from the audience, looking at the band near the front of the stage.  +
-     +
-  * **[coop_front_behind]** --- Shows the band, minus the drummer, perform together from the back. Good for sing-alongs. +
-  * **[coop_front_near]** --- Shows the bandminus the drummer, perform together from the frontGood for sing-alongs.  +
-     +
-  * **[coop_d_behind]** --- Shows the drummer for behindoften focusing on their drumset. +
-  * **[coop_d_near]** --- Shows the drummer from the frontshowing their face and drumset. +
-  * **[coop_v_behind]** --- Shows the vocalist from behind. Good for filler shots and for audience interactions. +
-  * **[coop_v_near]** --- Shows the vocalist from the front. Probably the most commonly used camera shot. +
-  * **[coop_b_behind]** --- Shows the bassist from behind. +
-  * **[coop_b_near]** --- Shows the bassist from the front. +
-  * **[coop_g_behind]** --- Shows the guitarist from behind. +
-  * **[coop_g_near]** --- Shows the guitarist from the front. +
-  * **[coop_k_behind]** --- Shows the keyboardist from behind. +
-  * **[coop_k_near]** --- Shows the keyboardist from the front.+
  
-  * **[coop_d_closeup_hand]** --- Focuses on the drummer's hands, with the camera pointed towards the snare drum. +-------------
-  * **[coop_d_closeup_head]** --- Focuses on the drummer's head, as well as the toms and cymbals of the drum set. +
-  * **[coop_v_closeup]** --- Focuses on the singer's face. Good for parts with memorable or important lyrics in the song. +
-  * **[coop_b_closeup_hand]** --- Focuses on the bassist's hands. Good for bass fills and such. +
-  * **[coop_b_closeup_head]** --- Focuses on the bassist's head. Good for singalongs and such. +
-  * **[coop_g_closeup_hand]** --- Focuses on the guitarist's hands. Good for guitar leads and such. +
-  * **[coop_g_closeup_head]** --- Focuses on the guitarist's head. Good for singalongs and such. +
-  * **[coop_k_closeup_hand]** --- Focuses on the keyboardist's hand hands. Good for keys leads and such. +
-  * **[coop_k_closeup_head]** --- Focuses on the keyboardist's head. Good for singalongs and such.+
  
-  * **[coop_dv_near]** --- Shows the vocalist sing next to the drummer. +==== ☆ PYROTECHNICS ====
-  * **[coop_bd_near]** --- Shows the bassist play near the drummer. +
-  * **[coop_dg_near]** --- Shows the guitarist play near the drummer. +
-  * **[coop_bv_behind]** --- Shows the bassist and vocalist near each other, from the back. Good for singalongs. +
-  * **[coop_bv_near]** --- Shows the bassist and vocalist near each other, from the front. Good for singalongs. +
-  * **[coop_gv_behind]** --- Shows the guitarist and vocalist near each other, from the back. Good for singalongs. +
-  * **[coop_gv_near]** --- Shows the guitarist and vocalist near each other, from the front. Good for singalongs. +
-  * **[coop_kv_behind]** --- Shows the keyboardist and vocalist near each other, from the back. Good for singalongs. +
-  * **[coop_kv_near]** --- Shows the keyboardist and vocalist near each other, from the front. Good for singalongs. +
-  * **[coop_bg_behind]** --- Shows the bassist and guitarist play together, from the back. +
-  * **[coop_bg_near]** --- Shows the bassist and guitarist play together, from the front. +
-  * **[coop_bk_behind]** --- Shows the bassist and keyboardist play together, from the back. +
-  * **[coop_bk_near]** --- Shows the bassist and keyboardist play together, from the front. +
-  * **[coop_gk_behind]** --- Shows the guitarist and keyboardist play together, from the back. +
-  * **[coop_gk_near]** --- Shows the guitarist and keyboardist play together, from the front.+
  
-=== Camera Shots - Directed ===+You can add pyrotechnics to your stage show using one of two text events:
  
-These shots uses special pre-made animations along with the camera cuts, and works a little bit differently than normal shots. These special animations sometimes starts a bit before the camera event, with the placement of the event deciding where the biggest oomph in the animation will take place (for example someone running and jumping; the jump will happen on the event itself while the running will occur beforehand).+  * **[bonusfx]** Makes the pyro go off 
 +  * **[bonusfx_optional]** - Only makes the pyro go off if you're in the green on your performance meter
  
-If authored with the Rock Band 3 method in Reaperthese cuts will also eat up the next camera cut after thembefore then stopping on the camera cut after thatAs such, we recommend placing a generic camera cut a 128th before the next normal camera cut after the directed cut to make sure it stops where its supposed to.+Adding pyro can add a nicedramatic flair to your venueespecially in Rock and Metal songsPut them at the start of choruses, breakdowns, solos and wherever you want to make it pop. The pyro also goes off automatically at the end of a Big Rock Ending if you hit the final note, wether or not you have an event for it in the venue.
  
-Its also worth noting that some of the animations in the animation pool of each directed cut will only show up for certain genre animations. For example, [directed_guitar_cam_pt] might look completely different between a Metal song and a Punk song. The character's gender also affect which animations might show up. In general its not something you have to worry too much aboutbut it's good to keep in mind if you have specific directed shots in mind for your venue.+Pyro looks different between different stages, for example having firework sprinklers on smaller stages or huge fireballs on bigger ones.
  
-This is the list of directed camera cuts:+-------------
  
-  * **[directed_all]** --- Have everyone in the band do a big jump or gesture. Great for start of choruses and such. +==== ☆ AUTOGENERATED VENUES ====
-  * **[directed_all_cam]** --- Have the front part of the band dance together. Great for singalongs and such. +
-  * **[directed_all_yeah]** --- Pre-roll animation of the vocalist crouching down, then pointing their finger up to the sky while the band jams out. Great for big crescendos and such. +
-  * **[directed_all_lt]** --- Makes everyone jump around the stage. Be aware this one only shows up in arenas, and looks like a normal all_near shot otherwise. +
-  * **[directed_bre]** --- Makes everybody go bananas, breaking and thrashing stuff. Great for The Who-style BREs and such. +
-  * **[directed_brej]** --- A long pre-roll animation following a big jump. Great for the final note of a BRE, or the beginning of a huge Deathcore breakdown, for example.+
  
-  * **[directed_crowd]** --- Shows close-up of the crowd. Great for crowd interactionscrowd singalongs and as a general shot. Might be replaced by a all_near shot in smaller venues.+Harmonix built system that allows the game to automatically generate a venue for youif no authored venue is found in your MIDI when buildingHOWEVER:
  
-  * **[directed_drums]** --- Makes the drummer do a big hit or gesture. This one is prone to desync, however, so use with caution. +{{ ::wiki_-_autogen_venue.jpg?600 |}}
-  * **[directed_drums_pnt]** --- Makes the drummer point at the camera. Great for singalongs, big hits and other "wow" moments. +
-  * **[directed_drums_np]** --- :!add detailed description :!: +
-  * **[directed_drums_lt]** --- Shows the camera circle around or focus on the drummer's playing. Great for drum solos and huge drum fills. +
-  * **[directed_drums_kd]** --- Shows a close-up of the drummer's foot as they're playing. Good for fast double-bass parts, stomping build-ups and song lyrics about feet.+
  
-  * **[directed_vocals]** --- Have the vocalist point at or kick the camera. Great for moments where they address or threaten someone in the lyrics, or other "in your face" moments. +Using autogenerated camera cuts or lights as //base to work off of// is fine in moderationbut the wacky results you get from full autogen has that AI-generated stench all over it.
-  * **[directed_vocals_np]** --- Have the vocalist jump and such. Good for parts in song where some acrobatics looks nice. +
-  * **[directed_vocals_cls]** --- Have the vocalist emote right into the mic, often with a closeup camera. Great for high notes, screams and other vocal high-points. +
-  * **[directed_vocals_cam_pr]** --- Have the vocalist perform a long pre-roll animation with an additional animation on the placement of the event, such as running up to grab the mic stand. +
-  * **[directed_vocals_cam_pt]** --- Have the vocalist perform a long post-roll animation after the placement of the eventsuch as holding the mic to the audience or strutting on stage. +
-  * **[directed_stagedive]** --- Have the vocalist jump into the crowd. For best effect, use during instrumental parts and make it so you don't see the vocalist again for about 30 seconds or so. +
-  * **[directed_crowdsurf]** --- Shows the vocalist being carried away by the crowd.+
  
-  * **[directed_bass]** --- Have the bassist kick the camera and such. +You can select which vague theme for it to use for this in MagmaFor the love of all gods and deities there is, //NEVER EVER// use the "Aggressive Metal" themeits pure eye strain.
-  * **[directed_crowd_b]** --- Have the bassist high-five and fist bump with audience members. Good for singalongs, especially if the bassist isn't playing at the time. Sometimes has a very long pre-roll, so use carefully. +
-  * **[directed_bass_np]** --- Have the bassist jump and such. +
-  * **[directed_bass_cam]** --- Have the bassist pose to the camera. Good for bass solos, singalongs and the likes. +
-  * **[directed_bass_cls]** --- Shows a closeup of the bass neck, focusing on their playing. Great for bass solos, bass licks, breakdowns and any sort of bass-centric parts. +
-  +
-  * **[directed_guitar]** --- Have the guitarist hit the camera and such. +
-  * **[directed_crowd_g]** --- Have the guitarist high-five and fist bump with audience members. Good for singalongs, especially if the guitarist isn't playing at the time. +
-  * **[directed_guitar_np]** --- Have the guitarist jump and such. +
-  * **[directed_guitar_cls]** --- Shows a closeup of the guitar neck, focusing on their playing. Great for guitar solos, guitar licks, breakdowns and any sort of guitar-centric parts. +
-  * **[directed_guitar_cam_pr]** --- Shows the guitarist doing a long pre-roll animation followed by another one where the event is placedsuch as running across the stage and sliding on their knees towards the camera. +
-  * **[directed_guitar_cam_pt]** --- Shows the guitarist do an animation with a long post-rollsuch as jamming out on the guitar after the event hits. +
-  +
-  * **[directed_keys]** --- Have the keyboardist smash the keyboard after a jump and such. +
-  * **[directed_keys_cam]** --- Have the keyboardist slide their hand over the keys or showing off. +
-  * **[directed_keys_np]** --- :!: add detailed description :!:+
  
-  * **[directed_duo_drums]** --- Shows closeup of the drummer's face as they nod along to the song. Intended for singalongs. +Even minimal, low effort custom venue is miles better than anything that can be auto-generated.
-  * **[directed_duo_guitar]** --- Shows the vocalist singing with or holding the mic out for the guitarist. Intended for singalongs. +
-  * **[directed_duo_bass]** --- Shows the vocalist singing with or holding the mic out for the bassist. Intended for singalongs. +
-  * **[directed_duo_kv]** --Shows the vocalist singing with or holding the mic out for the keyboardist. Intended for singalongs.+
  
-  * **[directed_duo_gb]** --- Shows the guitarist and bassist play near each other. Good for harmonizing parts, singalongs and any other instrumental-focused part of the song. +-------------
-  * **[directed_duo_kb]** --- Shows the keyboardist and bassist play near each other. Good for harmonizing parts, singalongs and any other instrumental-focused part of the song. +
-  * **[directed_duo_kg]** --- Shows the keyboardist and guitarist play near each other. Good for harmonizing parts, singalongs and any other instrumental-focused part of the song.+
venue.1682816396.txt.gz · Last modified: 2023/04/30 00:59 by nightmarelyra