A gothic hall fills with glowing runes that rearrange on cue, animated procedurally rather than keyframed. Here's what's driving it:
A simple LFO wave carries the camera down the hall while another rolls it left and right. The two behaviors stack so the shot never loops in a way the audience can tell.
Every group in the scene takes two inputs that merge into one: a MIDI controller and a Note Sequence that's really just a recording of those same pads being played.
Because they arrive as one signal, the rendered version and the live version are the same build. Taking this scene on stage costs no extra animation work, and the written part still runs if nobody touches the pads.
Those signals do more than animate: they pick what's playing. Three arrangements, target, spiral, and grid, cycle through on their own layer. A hit triggers a smooth transition between them, with every shard scaling in and out.
The "target" arrangement runs three patterns, one per channel. On the first channel, the large shards light up and spike inwards. The shards rapidly cycle one after another by multiplying the hit with a waveform.
The spiral and grid are their own graphs that cascade a single hit across hundreds of shards. The video below walks you through both.
Each arrangement has its own lighting pattern. The target has a strobe down the middle, a cool light above, and a warm light below, each answering to a different channel.
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