Not sure in euros, but in GBP it was £545. Which, converted to USD, isn’t that about $100 more than retailers have been posting?

Wow, that went crazy fast! Glad I got my preorder in.

I’ve been looking for a nudge into adding visuals to music, and the sequencing seems very live friendly. Excited!

€599 shipping included.

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In USD they’re asking the same price as retailers like Sweetwater, etc. are selling pre-orders for.

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I went from feeling “meh” about the OP-Z to thinking it’ll become one of the most interesting pieces of hardware I can think of once that expansion (or expansions) comes to fruition!

…the video above is pretty compelling, too!

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yeah the expansion cartridge/module concept is pretty clever. i look forward to seeing what modules come out for it. feels like a video game console :slight_smile:

some cool things i’ve learned while beta testing:

• it’s a usb host, so you can plug in an op-1 or whatever if you don’t feel like playing on the tiny buttons.

• it’s a straight up 16 track midi sequencer with all sorts of cool sequencing tricks (step components, separate pattern length per track, sequence fx.) so you could completely ignore the internal sound engine and still have a capable and compact sequencing platform.

• you can control all of the internal sound engine parameters via midi

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yeah the 16 tracks are each set to output on a different midi channel

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@shellfritsch, does it feel like a good interface for sequencing, without a screen or additional controller involved?

trying to wrap my head around using such a tiny surface for that many tracks…

i suppose that depends on personal sequencing style. i like to realtime record my sequences with overdubs so it works well for me.

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i’m still trying to figure out my plan for building unity projects fore iOS without a mac… :sweat_smile:

Can someone speak a bit to the video graphics part of the OP-Z? The visuals look cool, but it seems like the parameter range over them is quite limited, so any visual performance using an OP-Z would feel very canned.

Are those scenes just demos, and the intention is that the OP-Z user would program their own? Is there more variation than it appears over the parameters? Is the visual part just a bonus of the OP-Z and I’m reading too much into it?

Would love to better understand how it all fits together!

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I’ve been following the OP-Z for a while now. I pre-ordered one that should be shipping sometime this week, but I don’t have mine in yet. But, from what I understand there are 2 different types of graphic sequencing. The first is images. You can import any photos you want. Sequence changing which image is showing and what effect is applied. Effects are like rotating it, blur, black and white. (I’m guessing at some of these.) The second is 3D scene sequencing. TE did say the were going to release a kit for making your own, but I haven’t seen a download yet. The app will also ship with a few different ones. From what it looks like, the creator can make a 3D scene and set it up so that portions of if are affected by what’s going on in the OP-Z. Like moving something in the scene to the beat. You can also sequence things like camera angle changes. The things you can sequence are kind of dependent on what the creator of the 3D scene sets up for you.

Hope this helps some.

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Essentially the op-z will launch with a few already mapped 3D scenes that will animate in-sync with the op-z, like you’ve most likely seen online already. These Scenes are built in the game engine Unity 3D. You can build your own scenes and use the teenage engineering toolkit to map midi control of the elements inside your scene. What I mean by “Build your own Scene” is to load your own 3D assets into Unity, these are either modeled/textured/animated yourself or optionally you could buy pre-made assets in the Unity Marketplace. The toolkit Teenage engineering offers is a node based scripting framework that lets you connect the op-z output to various elements in your scene and control how they are affected. There are limitiations, but you will have the ability to customize the parameters in whatever way you see fit. Here is the toolkit’s github https://github.com/teenageengineering/videolab
If building your own custom animations is something that interests you, Blender is an open source 3D software you can build your assets in https://www.blender.org/
Get familiar with the game engine as well https://unity3d.com/ Its free, and there are a lot of great resources to learn online, it also helps to have a basic grasp of programming in C# if you want to get more involved.

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thank you both for the answers, makes sense.

Very cool that the scenes can be authored in Unity - that opens it up significantly. I imagine there must be specific limitations in place as Unity is a very feature rich engine at this point, but it is all good to hear.

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Complete manual is out:
https://teenage.engineering/guides/op-z

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From sounds of the videolab docs, it seems we may not have to do a standard ‘build for ios’ out of unity – instead you build the videolab pak and copy that onto the phone directly.

Not pretty looking (yet I hope haha) but here it is actually working!

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How’s your battery life?

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