Get started with TouchDesigner, the powerful visual programming environment for real-time multimedia. This tutorial introduces the interface, explains how operators work, and walks you through building your first interactive visual project tailored for live performance settings.
Structure of the Training Session
- Preparation (approx. 60 minutes)
Objective: Set the foundation for an interactive and smooth training session.
Steps:
- Familiarize yourself with the TouchDesigner interface, operator types (TOPs, CHOPs, SOPs, etc.), and a few sample projects.
- Prepare a short presentation covering:
- What TouchDesigner is
- How it’s used in live performance
- A sample use case (e.g., real-time projection for dance/theatre)
- Test and set up hardware (laptop, projector, speakers) and ensure TouchDesigner is installed.
Checklist:
- TouchDesigner installed and licensed (Free/Pro as needed)
- Demo project file ready
- Visuals of interface and operator examples
- Projector or screen for demonstration
- Handouts or link to beginner tutorials
- Introduction to the Tool (approx. 30 minutes)
Objective: Introduce participants to TouchDesigner and its role in creating interactive stage visuals.
Steps:
- Present what TouchDesigner is and how it’s used in digital performance contexts.
- Share 2–3 real-world examples (e.g., a stage design that reacts to sound or motion).
- Explain key components: nodes, networks, operators (TOPs, CHOPs, etc.), and how they link to create live visuals.
Trainer Tip: Use metaphors like “nodes as instruments in an orchestra” to help participants grasp the modular approach.
- Hands-On Practice (approx. 45 minutes)
Objective: Let participants experiment with the tool and gain confidence through a guided mini-project.
Steps:
- Demonstrate how to:
- Open a new project
- Create a simple network using a Movie File In TOP and connect it to a Null and Out TOP
- Apply basic effects (e.g., Blur, Transform)
- Assign task: Create a simple looping animation using a movie file or generated pattern.
- Encourage questions and support troubleshooting during exploration.
Trainer Tip: Remind participants that mistakes are part of the creative process.
- Advanced Features and Creative Use Cases (approx. 30 minutes)
Objective: Open creative possibilities and deeper understanding.
Steps:
- Introduce key dynamic features: Audio Reactive visuals with CHOPs, Time-based animation with LFOs.
- Provide basic troubleshooting (e.g., resolving missing media paths, managing frame drops).
- Wrap-Up and Feedback (approx. 15 minutes)
Objective: Reinforce learning and collect feedback for future improvements.
Steps:
- Recap essential concepts: interface, operators, and modular design.
- Share links to Derivative’s beginner tutorials and community forums.
- Ask for feedback: What worked? What felt confusing?
Post-Training Follow-Up
- Send the project file and a cheat sheet summarizing operator types and shortcuts.
- Offer a 30-minute open Q&A in the following week.
- Set up a shared folder or Slack/Discord for project sharing.
Trainer Tip: Encourage peer-to-peer support by creating a small learning community.
