Effects

Updated

All 89 of TapMV's effects, each shown moving. The dot at the bottom right lights up at each trigger — each tap of a key.

Motion25Visibility6Colour & filters15Screen effects21Playback & material6Shape4Group motion12

Motion

Pulse flip

Flips horizontally (or vertically) when triggered, and back a moment later.

Pulse zoom

Jumps bigger when triggered, then shrinks back — or, with “Shape”, swells up and settles back.

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Under 100% it shrinks instead, and at 0% it vanishes (with “Reverse motion”, it pops up on each trigger and shrinks away). With “Width and height apart” on, the width and the height get a scale each.

Pulse stretch

Springs long — up, across or on a slant — then back.

Pulse spin

Spins once (or as many turns as set).

Pulse tilt

Tilts on the trigger, then straightens up — or back in depth.

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Head bob (alternate sides) or staying tilted can be chosen.

Pulse jump

Hops up and lands (the easing shapes the hop — OutQuad is closest to a real one).

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Triggered again in mid-air, it jumps on from there. “Squash and stretch” squashes it as it lands and stretches it as it moves fast; “Bounce on landing” has it bounce a little before it settles.

Pulse shake

Rattles (or buzzes), then settles — slowing as it does, like a spring, if you like.

Pulse move

Jumps off in a direction when triggered, then comes back (or goes there and back; alternating ways if you like).

Toggle flip

Each trigger flips it horizontally (or vertically) and back.

Toggle move

Each trigger glides it to an offset position (and back), with easing (60px to the right to start) — or, with “Glide” off, jumps there at once.

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With “Anticipation” it starts a little the other way, the moment it's triggered. Triggered again mid-glide, the next glide starts from wherever it had got to (or, with “finish that glide at once” on, from where it was going).

Toggle size

Each trigger switches it to a set size and back (smoothly too, if asked).

Toggle turn

Each trigger turns it by a set angle (in depth too) and back.

Step spin

Turns a set angle further with every trigger.

Step zoom

Zooms in (or out) a little more with every trigger, settling back bit by bit.

Step move

Moves a little further along with every trigger, settling back bit by bit.

Step random place

Jumps to a random spot and angle with every trigger — the same spots every playback.

Constant letter by letter Text only

Treats each letter as its own object: the text's effects fire on each a little after the one before (with Pulse jump, a wave of hopping letters).

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The delay and order can be chosen (text only).

Constant sway (sine wave)

Keeps swinging with the beat — tilting, squashing, throbbing bigger and smaller, up and down, side to side, round a circle or a figure eight, blinking — any of them together.

Constant groove

Keeps moving with the beat: grooving (stretching and leaning side to side), or kicking — at its angle right on the beat, fastest then, swinging through upright to the other side.

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The AviUtl groove script's kind of motion.

Constant audio level

Moves with the song's loudness — grows, brightens and so on (no triggers needed).

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Choose what moves: size, brightness, opacity, blur, hop or turn.

Constant drift

Keeps moving the way set (it can speed up).

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A trigger puts it back where it's placed, to set off again — or turns it round, as set.

Constant smear (stretch with speed)

Only while it moves fast, it stretches the way it goes and thins, and comes back to its shape as it stops (like a hand-drawn smear frame).

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The movement comes from its other effects.

Constant MIDI position

Stands the target as high (or as far right) as the note sounding in a take read in from MIDI: its lowest to highest notes across a set span, or so far a semitone.

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A chord goes by its highest note (or lowest, or middle); note to note, at once or smoothly. A take tapped in has no pitches, so it stays put.

Constant spin

Keeps turning at a steady pace, in time with the beat — flat on the screen, or in depth (side to side or top to bottom).

Constant flip

Shows it flipped horizontally (or vertically) all the time, whatever is triggered.

Visibility

Pulse type-on Text only

On each trigger the line is written out a letter at a time (text only).

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With Step text on the same triggers, each new line comes so. The gap and the way in can be chosen.

Pulse strobe

Blinks the set number of times at the speed chosen (in frames or beats), each blink shallower than the last as it settles.

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The less softness, the harder each blink cuts out and back.

Pulse vanish

Vanishes (or goes faint) on a trigger, coming back.

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With “Reverse motion” on, it rests hidden, appearing on each trigger.

Toggle vanish

Each trigger makes it vanish (or go see-through), and the next brings it back.

Step opacity

Gets fainter (see-through) with every trigger — or denser, if you like — settling back bit by bit.

Constant hide while untriggered

Shows the material only while it's being played: triggers in a row make one turn on stage (no trigger for 16 beats: another), coming in with its first trigger and going after its last.

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Hidden till its first trigger, or shown. It comes and goes by moving, scaling, spinning, flipping, a hop into the abyss, wiping, slicing, shattering, dissolving, fading, blurring, pixelating, glitching, flickering or glowing, or by a show of its own — scanned, flying in, popping, from its shadow, a TV, a swirl, flames, melting (several together, too) — each taking its own time, and each shifted earlier or later if you like; it can start coming in on the trigger or be all there by it. It can keep separate settings for each turn — the ways in and out, and all that goes with them — used in order or at random, and a move or wipe can head for the nearest edge of the screen by itself. Materials with Handoff ticked pass the screen on: where the next one is played after the one before, they change places in one move — pushing, knocking off, a wipe, a turn-over, a hop and drop, or a light passed across. With no way out, it goes once its effects have played out. A rest too short to go and come back: it stays. It's set in the box just under the material tabs in “3. Effects”.

Colour & filters

Pulse karaoke Text only

On each trigger the letters turn another colour from the start, as if sung (text only).

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How long it takes and the colour can be chosen.

Pulse flash

Flashes a colour that fades away.

Pulse shine

A band of light sweeps across on each trigger (a glint), over the shape alone.

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Its angle, width and colour can be changed.

Pulse tone

Goes black & white (or sepia, faded, negative, high contrast, …) on a trigger, colour coming back.

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With “Reverse motion” on, it rests grey, the colour flashing back on each trigger.

Pulse radial blur

Blurs outward from the centre, then clears.

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As “Spin” it blurs round the centre; as “Light rays”, light streams from the bright parts.

Pulse blur

Goes out of focus, then sharpens back up.

Pulse motion blur

Smears along one direction, then sharpens back up.

Constant chroma key

Takes out a green (or blue…) screen behind the material.

Constant outline

Draws a line round the material's shape (its outline if it's a cut-out, a border if it's a rectangle).

Constant colour adjust

Adjusts the material's brightness, contrast and saturation.

Constant gradient

Lays a two-colour gradient over it (along a line, or round from the middle out) — only over what it shows, a cut-out's outline kept.

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Fading out to clear tints one side only (darkening the bottom, say). On a frame it covers the window; on the whole screen, the picture.

Constant motion blur

While it moves, it blurs along the movement (moving, turning, growing, shaking — any of it).

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Standing still, it's sharp. On a frame the whole window blurs; on the whole screen, the picture.

Constant tone

Shows it in a tone — black & white, sepia, negative and so on — all the time.

Constant hue cycle

Its hue keeps going round in time with the beat (the gaming look).

Constant tint

Shows it with a colour laid over it all the time (at 100%, a silhouette).

Screen effects

Pulse panel flip

On each trigger it splits into panels that turn over one after another.

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The number of panels, the way they turn, the order and the stagger can be changed.

Pulse tile shuffle

On each trigger it breaks into tiles that swap places (or fly apart), then slide back together — or stay jumbled till the next trigger.

Pulse particles

Each trigger throws out shapes (or the pictures you choose): how far they go and at what pace, direction, spread, gravity, life, size.

Pulse bomb rush

Each trigger leaves a copy of the target as it looks just then, filled with one colour (a new rainbow one each press), behind it — flying off the way and at the speed set, on its own whatever the target does, gone once off the screen or faded.

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With 素材切替, the copy is of the material before the switch.

Pulse raster

Wobbles in stripes, then settles.

Pulse colour split

Splits red and cyan apart (sideways, up and down, or out from the middle — chromatic aberration), then back.

Pulse mosaic

Goes blocky (mosaic), then clears.

Pulse block noise

Glitches: a few horizontal slices jump sideways.

Pulse slice

The picture splits along a slanted line, the halves sliding apart along it and back.

Pulse aura

Sends out a ripple — a copy of the material (or frame) that grows and fades — or, with “Look”, copies flying off, or a ring (a circle, a square, a star…) spreading from the middle with copies round it.

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“Colour the aura” gives it one colour, or another each press.

Pulse aura (line)

Sends out a line ripple that thins away as it grows (the frame's outline on a frame, a line round the shape on a material).

Pulse split

Each trigger splits the material: the one that was moving goes on as it was (falling, tilting on) and takes no more triggers, while a new one starts where it's placed and takes the next.

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The ones left are drawn behind, gone once off the screen or as they fade.

Step photo dump

Each trigger slams a photo of the material — itself, or in turn or at random one of the materials added to its 素材切替 — down on the pile, tilted at random.

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Set in a photo frame, each photo is the whole card (with no frame, the material as it is, with a shadow). They land round where it's placed or anywhere on the screen. Past the number kept, the oldest go; “Reset every” clears the pile every so many bars.

Constant particles

Keeps bringing shapes (or the pictures you choose) on the beat, whatever is triggered — snow, bubbles, confetti.

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How far they go and at what pace sets the movement.

Constant MIDI note length

For a take read in from MIDI: for as long as each note sounds, it grows, glows, shows or rises — long notes long, short ones short.

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Set how it comes in and dies away, or hold it till the next note. A take tapped in has no note lengths, so nothing happens.

Constant piano roll

The notes of a take read in from MIDI, laid out like a piano roll in a frame on the screen.

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The frame is dragged on the preview and sized by a corner. Say how many beats show from one end of it to the other and where in it a note sounds: the speed, the rows for the pitches and the notes' size all follow from the frame. Each note is a window its length by a row's height with the material in it at its own shape — or a bar of colour with the material at its head, or a bar alone; coloured by pitch, in one colour, or not. It flows right to left, left to right, down or up; a row for each pitch the take plays, or one a semitone. Notes can stay dark till they sound and light up as they do; standing still a page at a time, and how notes come in and go, are among the fine points. Pulses and the like work on just the note struck. A take tapped in has no pitches, so the material shows as it is.

Constant array

Copies of the material, laid out one of five ways: a line or grid (so many across and down, evenly spaced by the gap), a circle or arc (orbit), a merry-go-round (a ring in depth), the four corners (three copies mirrored across the screen's middle), or custom (up to 7, each so far off or at a mirrored place).

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Every other effect works on each copy, and “Delay” sets them off one after another. A line, grid or circle given a “Flow” slides along like a conveyor — a scrolling background. With the triggers shared out among the copies, each trigger moves its own copy. Mirrored places follow the material as it moves. On a clipping frame, the whole window is copied. Triangles, diamonds, hexagons and the like can be laid with their sides together (“Laid edge to edge by its shape”) — only the frame's shape turns over; what's in it stays upright.

Constant afterimage

After a move, a faint copy stays where it was and fades away.

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Standing still, nothing's left. On a frame the whole window leaves copies; on the whole screen, the picture.

Constant reflection

Reflects the picture below it (or above, or to a side), fading away from the edge — like a shiny floor or a water's surface.

Constant low frame rate For videos & GIFs

Moves it (its effects, its video or GIF) on at so many frames a second — stop-motion.

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On the whole screen, the whole picture does.

Constant mirrored edges Whole screen only

Where shaking, turning or shrinking the whole screen uncovers its edges, the picture carries on mirrored instead of the background showing.

Playback & material

Pulse frame jump For videos & GIFs

Each trigger restarts the video or GIF from a chosen frame (the basic YTPMV move).

Pulse play For videos & GIFs

Holds the video or GIF on a frame; a trigger plays it for the set length, then it's back on that frame (or, asked, plays on from where it stopped).

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Set to jump by frames, it isn't played: each trigger moves it on so many frames and holds it there (frame stepping).

Pulse freeze For videos & GIFs

The video or GIF plays as usual; a trigger holds the frame showing for the set length (or till the next trigger, if asked).

Pulse material swap

A trigger switches to another of the materials you've added for the set length, then back to the original — the next one each time (or one at random).

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With “Turn over to switch”, it turns over like a card into it, and back.

Toggle material swap

Each trigger switches to the next (or a random one) of the materials you've added — or, with “Turn over to switch”, turns over like a card into it.

Step text Text only

Each trigger shows the text's next line (text materials only).

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Put lyrics or lines one per line and they change on the beat. A blank line shows nothing. After the last line it stays, or goes round (see the limit setting).

Shape

Pulse fill colour Shapes only

A trigger turns the shape's fill to the colour, then back.

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On a clipping frame, its fill (invisible at 0% fill opacity).

Pulse outline Shapes only

A trigger thickens the shape's outline, which then thins back.

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On a clipping frame, its border.

Pulse draw outline Shapes only

A trigger draws the shape's outline round it, from nothing (on one without an outline, at the width set).

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On a clipping frame, its border.

Step shape Shapes only

Each trigger turns the shape into the next one (rectangle → rounded → ellipse → … in turn).

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On a clipping frame, the cut changes with it.

Group motion

Cumulative place swaps Groups only

Each trigger, its materials change places, frames and all — at random, a different seating every time, or round in turn, each a place on (or back).

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It can start over from the first seating every so many bars (“Reset every”). Hopping or sliding over. (a tiling group's)

Constant: the one hit comes forward Groups only

The material its own take hits comes forward, frame and all, bigger, and the rest go back, smaller and darker — till another's hit (or, with “Stays forward for”, back to as they were).

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(a tiling group's)

Constant: push the rest aside Groups only

When one of its windows grows (“the one hit comes forward”, or a pulse scale on its frame), the others are pushed off, away from it, coming back as it shrinks — and so much less for each one further off.

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(a tiling group's)

Constant: copies of the group, flowing Groups only

Lays the whole group — its windows, what's in them and their effects — out again so many across and down, and, with “Flows”, flows them along all the while (a ring goes round).

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Laid out past the screen's edges, they come round out of sight and loop without a break. A staggered grid or honeycomb can slide along as one shape with “Slide as one shape”. (a tiling group's or a group control's)

Constant: ripple from the one hit Groups only

A window hit by its own take swells, and a moment later the ones next to it, then the ones beyond, like a ripple — two at once, their waves cross.

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(A tiling group's or a group control's)

Constant: only the ones playing, laid out again Groups only

A window not hit by its own take for a while shrinks away, and the rest close up, laid out again bigger; a part coming in grows back into place.

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Till the first hit, all as placed. (A tiling group's)

Constant: the hit one's column and row widen Groups only

On a grid, the hit window's column and row widen and the others narrow to make room — the whole keeps its size, so nothing overlaps or leaves it.

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“Widens” can make it across only (rows keep their height) or down only (columns keep their width). (A tiling group's)

Constant 3D ring Groups only

Lays the group's windows round a ring in depth — the near ones big and bright, the far ones small, dark and behind.

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With “Turn the one hit to the front”, the ring turns till the window its own take hit faces you. It can be a helix, or, faces outward, a prism or a cube. “Copies of the group, flowing” (its Flows) keeps it turning. (A tiling group's or a group control's)

Constant 3D globe Groups only

Spreads the group's windows over a sphere, turning slowly — the near ones big and bright, the far ones small and dark.

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With “Turn the one hit to the front”, it turns so the window hit faces you. Best with ten or more. (A tiling group's or a group control's)

Constant tunnel Groups only

The group's windows come at you from the far end of a tunnel (or go off into it), round and round — the far ones small and dark.

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(A tiling group's or a group control's)

Constant fan of cards Groups only

Fans the group's windows out like cards; a card its own take hits pops out a little, lighter — any number at once — and goes back after a while.

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Or, with “The card hit”, the latest one is lifted out to the front, upright and bigger. (A tiling group's or a group control's)

Constant flip board Groups only

The row (or column) of the window its own take hit turns over, one after another along it, like a departure board.

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(A tiling group's or a group control's)

Every sample was made by TapMV itself. Each effect's settings change how it moves and how much.

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