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Let’s take a look at the trim
CHOP.
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We can use the trim CHOP to
shorten or lengthen the channels
of the incoming CHOP.
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This example network shows two
common methods of using the trim
CHOP.
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The first method is to simply
trim a range of samples.
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The second method, which is more
complex, is to evaluate a range
of samples over time.
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We start with a wave CHOP, with
one channel named “chan1”, which
is comprised of 600 samples.
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The trim CHOP named “trim1” is
set to trim the incoming sample
range using absolute unit
values.
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By setting the units values to
“Absolute”, and setting the
discard method to “Exterior”, we
create a new sample range of 60
samples, or 1/10th the original
sample range.
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The second method uses the
current frame in Touch Designer
as a reference point to evaluate
the incoming sample range.
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With start and end settings of 0
to 1 second, we create an
animating sample range of 60
samples, which is our global
frames per second setting.
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Touch Designer uses the current
frame, which is always updating
and moving forward in time, as
the start reference point.
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—
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This network is designed to help
us visualize the “Relative To
Current Frame” method.
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We start with a noise CHOP that
is set to create 600 samples.
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We use a trim CHOP to create a
sample length that is 1/10th that
value, or 60 samples.
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—
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The op viewer TOP will create a
2D image of the noise CHOP
operator.
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The rest of the TOP network is
designed to only for
visualization purposes.
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—
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I’ll stop to play head and back
it up to the first frame.
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We are no longer moving forward
in time.
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The trim CHOP has extracted the
first 60 samples of the noise
CHOP.
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—
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The TOP named “over1” shows us
the effect of the trim CHOP.
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The area in white is the
extraction area.
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—
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Let’s play, then quickly pause.
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The trim CHOP reference point is
synchronized to the playhead.
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As we move forward in time
again, the trim CHOP reference
point moves forward as well,
constantly updating the
extraction range.
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—