SparkARQuickTips v89

[Music] everyone dan Mohler here with quick tips for spark a our studio version 89 it's a really big release today so we've got lots of exciting new features to check out let's start taking a look also a big new feature that we're releasing today is the ability to build effects that can react to the energy levels of audio and so otherwise known for short it has audio reactive effects this is enabled through two patches I have them set up here in a dimmer seeing that you can access through the help documentation as well if you'd like to prowl through this and come to a better understanding of how it all connects up let's take a look at the two key patches in the patch editor I'm going to open up the patch editor here and it's all quite simple we have a regular audio setup that's designed to play audio on a loop and we have the audio signal coming out of there going into a new energy meter patch and that audio signal also coming out of the energy meter patch and daisy-chaining into an audio analyzer patch now importantly the energy response of these two patches is determined by the ultimate volume of the speakers and you can infer from that as well that the patches won't work unless they're connected to a speaker ok so here I've disconnected them let's connect the audio analyzer patch through to my audio output which is this speaker just over here I'm not going to refresh my effector and we should see the audio come through with some visualization of how that audio is working disconnect that chance as quickly so we can have a look at what's going on here really exciting to see the first time this kind of functionalities being available inside spark so the first one is energy meter this is just an overall response to the loudness of the current audio signal that's coming through so the bar at the bottom the teal colored one that was going out horizontally that was just expanding relative to the overall loudness of the signal coming through the audio analyzer is quite similar except for it's breaking up that energy into different frequency bands if you'd like to know exactly what those frequency bands are they're all in the help dog so you can look them up there but it means we can have a spectral analyzer that we saw running along here so let's take one last look and very exciting times so really really looking forward to see what you're gonna make with these we were ripping up a whole you world of different types of effects here another exciting release today is that we're now opening up full third-party access to the media library capability as an output platform so what does that mean let's have a look under our project tab and edit properties and under the platform's we're targeting for release you've also got now available Instagram media library so we can choose that to turn that on what does that actually mean so the media library is when you apply effects to a content that you've already loaded into a story so rather than being in the stories camera and Instagram selecting an effect and hitting record to record life we do see a lot of people are sharing content straight from their media from their camera roll from the media library so they may load a video into the stories camera and maybe put some stickers over the top and so on and then publish it you can also apply AR effects to those stories and if you've selected the media library as a target platform for Instagram then there are certain capabilities that get a bit restricted for example you can't tap and so on some of those interactive features are a bit restricted but if you avoid using those capabilities with that media library target platform it means that people are going to be able to use your effects if they're following you on the content from the media library so you're going to see a higher usage of your effects and saying York your work going further across the Instagram platform and this one's pretty exciting and really cool to see is that we've added a 2d mode to the viewport to make it a lot easier to lay out your content when you're working with the canvas so let's have a look at that we can access it through the little 2d button just here if we tap it you'll see we now have rulers that come up top and on the side of the viewport and we've switch to a straight 2d view now excitingly if I go to add for example a new rectangle and maybe add another rectangle just to illustrate what happens here we've now got layout controls that make it a lot easier to align objects to one another in the 2d mode you can see we're also reading positions top and bottom we've got controls for scaling controls for snapping also it's a really cool stuff that's going to make it a lot easier to work in the 2d editor here so enjoy today we're also adding patches for native UI which a lot of you are going to be very very happy about so you no longer need to script in order to use the native UI which is going to make your creation much more flexible and faster potentially so it's not about look at what this means first of all I've got some icons here I'm going to use from a native UI and same as with scripting these textures any texture you're using as an icon needs to be uncompressed so let's go over here to manual compression and disable compression then we're gonna open up the patch editor and I'll make this full screen we can then search for pickup to get our picker UI and here's what it looks like now this is all pretty straightforward so I'm gonna grab my five icons here and drop them in about one two four five over three there we go and I can first of all enable it to make it visible I'm gonna connect icon one icon two and you can see them already populating down at the bottom of the screen icon three and four and five so it's only gonna make little picker options for whichever slots here actually have a texture connected to them and then as an output for the picker UI we've got the selected option index so you'll see here if I go to simulate touch and click on option 4 and we're getting our option index of 3 I'm obviously so we start counting at 0 we also output the selected texture so because we're a piping textures into here if we want to use these as textures on an object that picker UI is going to spit that out so if I were to add a rectangle or a plane for example go to this plane at a material changes type to flat and under texture create an input port I can then map that selected texture straight to that input port and there we go now whichever when I click here the bottom with my native UI is updating and straight into the viewport amazing we also have the slider UI now the slider is only available on Instagram so it's going to give me this message unsupported by Facebook so I'll click to edit the platform's just disable Facebook we can come back here and slider UI and this one works very similarly so we have an output slider value between zero and one I believe is zero and a hundred and we can use that to drive whatever we want so enjoy so another in an endless list of updates to blocks is that in this version of spark a a studio you can now use face tracking capabilities and face measures inside of blocks so if we go to you had an asset and we create a new block and then dive into this block inside here we can now add object thanks Mitch and we can then build our effects or we like using face meshes and face trackers inside of blocks so really exciting to see there and gonna make it even more flexible a handy little update to face tracking in patches if I create a new face mesh insert and we have it here in the hierarchy you'll notice now that we have an option here for the trapped face face one with a little input port into it so if you want to switch between different faces that may be being tracked we can create an a consumer patch for the face mesh there and we can then pipe different numbers into that patch so if you want to make an effect for example we have two people in it and by tapping the screen you swap between the objects that are being assigned to either person's face or so on and this is going to be a really handy way for you to do it a handy little update to the viewport as well is that as we get deeper into building world effects understanding the scale of the space we're working in is really useful so to that end just hiding under the viewport here is great spacing a little visual indicator in the viewport telling you how far apart these lines are in the viewport this will also dynamically change as we zoom in we have little sub lines that start to appear and we can see our grid spacing has now changed to 10 centimeters as we zoom back out those secondary gridlines disappear back up to 100 if this is not useful for you and it's getting in the way you don't want to see it then the filter menu we added in the last release we can disable it from here great spacing hold on sorry enjoy we've got another new update on our mission to make layers more useful and more helpful let's take a look at this one if I go to add object I'm going to put a null object in here and add a second null object I'm going to make my second null object a child of the first one now when I go to assign this null object with its child to a new layer I forgot to create a new layer I'm gonna get this drop down here saying do you want to assign the child of the object to the same layer as well or do you want to only add that object which was the previous behavior however for many of you when you're being adding a parent object to a layer you also want all the children to go in as well so now you have the option to that add object and the children own the object or to cancel and back out so if I so choose add object and children will now see that object 0 is on layer 1 is object one it's a really handy it's one I'm really happy as going out I don't know many of you will be too that's that you can now reorder the inputs for patch assets for groups and for blocks so if I have a patch asset selected I can go into the properties or if I have a patch asset or a group I can right click on and go edit properties and from inside here you can see I have my inputs all out of order I want to go from 1 to 2 3 4 5 and you can see they're all scrambled down here as well so if I grab my color 2 and drag it up I can now just release it it'll drop underneath color 1 and you can see it's also all of itself correctly in the patch and updated - so if I then grab 3 4 everything is all now nice and in order and they're all nice and in order to here and we're done that's a nice big release for you this time with loads of new toys for you to play with an experiment where there and come up with all kinds of new exciting experiences and also loads of new helpful things to make the creation experience even easier can't wait to see what you're making as always and I hope you're keeping safe and well and until next time I will see you soon

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