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:!: 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.

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 2 Style

:!: Add info here on how to do this and what program to use :!:

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.

Here are some tips about how to achieve this:

  • 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.
  • 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.
  • 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.

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.

Camera

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 play, but 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:

  1. Keys
  2. Guitar
  3. Bass
  4. Vocals/Drums
  5. All

So for example, if you have a 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 needed. However, closeup shots and directed cuts will usually have higher priority than non-closeup or non-directed shots, so keep that in mind when stacking.

Camera Shots - Normal

This is the list of normal camera cuts:

  • [coop_all_behind] — A shot from the back of the venue, looking over the band and the audience.
  • [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 band, minus the drummer, perform together from the front. Good for sing-alongs.
  • [coop_d_behind] — Shows the drummer for behind, often focusing on their drumset.
  • [coop_d_near] — Shows the drummer from the front, showing 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.
  • [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

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).

If authored with the Rock Band 3 method in Reaper, these cuts will also eat up the next camera cut after them, before then stopping on the camera cut after that. As 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.

This is the list of directed camera cuts:

venue.1682790685.txt.gz · Last modified: 2023/04/29 17:51 by nightmarelyra