Beruflich Dokumente
Kultur Dokumente
TABLE OF CONTENTS
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INTRODUCTION
KGM is a powerful tool that lets you create and design virtual
instruments for the Kontakt sampler developed by Native
Instruments witout the need for complex scripting.
Core features:
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SYSTEM REQUIREMENTS
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INSTALLATION
<Drive>:\Users\<YourUserName>\AppData\Local\KGM_100
~/Users/<YourUserName>/Library/Application Support/KGM_100
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On OS X you might as well need to run the included showAllFiles
Application before. It is located in Release/OSX/showAllFiles.app.
This will make hidden files and folders on your system visible.
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SETTING UP KONTAKT
Before you can start designing your own Kontakt instruments, you
will need to import the reference (template) instrument into
Kontakt itself. Note that we focus on the Kontakt 5 template.
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Once Kontakt is loaded, click on the Browse icon in the top
section, and choose the Files tab.
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From here, navigate to the location of the KGM_100 folder.
<drive:>\Users\<yourUserName>\AppData\Local\KGM_100
~/Users/<yourUserName>/Library/Application Support/KGM_100
Note that you might need to copy the KGM_100 folder (and all its
content) manually to these locations, depending on which
Operating System youre using.
Otherwise KGM wont find its folder and cannot work properly.
If these steps are done, choose the project folder inside the
KGM_100 folder. Kontakt will show a list of *.NKI instruments in
that folder. Note that we focus on the Kontakt 5 template.
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This is the default and empty KGM Kontakt 5 template instrument.
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HOW KGM WORKS
When you launch KGM for the first time it will read and interpret a
Kontakt script file, that includes all the information about the GUI
elements for the instrument itself.
This is also the script file that the template instrument is using.
That does mean whenever you change something inside KGM (e.g.
drag and drop a knob onto the GUI area, adjust values or delete
another item) it will auto-update the script file so that when you
come back to Kontakt, all changes will be reflected once you press
the ! icon in Kontakt to restart the engine:
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MAIN GUI OVERVIEW
Locate the Kontakt GUI Maker program application and launch it.
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In KGM we have the following three main sections:
1) The library that contains all the available user interface items
(PNG files + corresponding TXT information files).
2) The main GUI area, where you place (drag and drop) elements
from the library.
Here you can also see a mockup of the Kontakt instrument header
interface. The Kontakt buttons and option fields have no function.
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OPTIONS MENU
KGM has an options menu, where you can set up some program
properties, like changing the grid size among other settings.
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Lets have a closer look at these options:
Whenever you click and move items in the GUI area, you might
have noticed that a delay comes into play and wondered if thats a
program slowdown or even a bug. No, it isnt.
You can choose between 100, 200 and 300 milliseconds. The
default value is 200ms.
KGM has a built-in grid that you can align interface elements to.
This grid can be visually displayed if wanted. Whenever the grid is
turned on, items on screen will snap to it as soon as you move
them around in the GUI section.
Note that you can also use your computers keyboard key G to
enable or disable the grid.
Here you can change the amount of pixels for the X coordinate.
Note that you can also use your computers keyboard keys 1-4
to select the pixel sizes 8, 16, 32 and 64px for both X and Y.
Here you can change the amount of pixels for the Y coordinate.
Note that you can also use your computers keyboard keys 1-4
to select the pixel sizes 8, 16, 32 and 64px for both X and Y.
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5) Grid Brightness (Left=Black, Right=White)
Moving the fader all the way to the left will darken the grid,
centering it will result in a gray colour and moving it to the right will
result in a whiter grid.
Simply move it to the left until you are happy with the appearance.
If you for example move a slider to a new position, this will store a
copy of the current script with the current slider position (and of
course everything else) in the History folder.
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8) Load Last Project (Currently always on)
In case you have a very high screen-resolution, you can enlarge the
main KGM window by dragging the outer edges:
In some cases checking this option will improve the picture quality.
Oh, and by the way: To restore the KGM main window back to its
original size, simply click this little button in the Kontakt header
area top-right:
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11) Hide Labels (Hides all label items on screen)
This option is pretty much like the Hide Controls menu option.
The only difference is that this one hides all on-screen items with
an item type label.
Note that you can also press your computers keyboard key B to
hide or unhide label items.
With this option you can render (bake) all items of the item type
label that are currently on screen into the current wallpaper
background. Labels can be static images like logos, GUI dividers,
screws and fake venting slots.
This option is useful if you have designed a GUI layout that uses a
lot of labels for composition. Once you consider your GUI as done
you can let run the bake process. This is also handy since it
removes all label item declarations in the main Kontakt script, thus
freeing up resources.
In a nutshell, always see this as the last step in your GUI design.
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THE LIBRARY
The most important component of KGM is the library.
There you have access to all of your user interface controls and
elements to design your instrument. These include buttons and
switches, knobs and sliders, menus, labels, level meters, tables and
so on.
knobs metal
knobs plastic
labels
menus
other
sliders
switches
tables
user
wallpaper
waveform
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ITEM TYPES EXPLAINED
As we already know, each item in the library is a combination of a
PNG file as well as a TXT file describing the item itself.
(library/pictures/knobs metal/knob_metal_gold_pan.png)
Notice that the TXT file has the same name as the PNG file:
knob_metal_gold_pan.txt
It contains:
2) Number of Animations: 70
You might notice the cutted preview of the slider on the top of this
page. This is how the image looks on disk (internally).
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However, since we do need to animate this slider (it should react
and update its graphic upon dragging it) we'll define the number of
frames in the TXT file. Youll have to do this since Kontakt or KGM
cannot know how much frames the PNG file has.
4) Vertical Resizable: no
5) Horizontal Resizable: no
In Kontakt you can have GUI items scaled. To use scaling you would
need to enable one of these options by setting it to yes.
6) Fixed Top: 0
7) Fixed Bottom: 0
8) Fixed Left: 0
9) Fixed Right: 0
With these commands you can set pixel distances. We wont use
them at all so well leave them at 0.
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10) Type: slider
This is important!
Here well define the type of the control item, in this case we want
the item to act as a slider.
Note that if the Type information is missing in any TXT file, KGM
will treat that control element as a slider.
You basically should use Type: slider for everything that is a fader
or rotary control (e.g. a knob) that you drag horizontally or
vertically with the mouse.
anim
button
label
level meter
menu
slider (default)
switch
table
text edit
value edit
wallpaper
waveform
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Negative values give a vertical slider behaviour and positive values
give a horizontal behaviour.
Since this is a knob that controls panning, this way you can easily
reset (center) the panning amount.
(Otherwise you might have a hard time finding the exact center).
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We have now examined a single control item.
Lets get into the nasty details again on what types are available,
what tags (instructions) you can add to them and how they work:
Type: anim
Number of Animations: 100 (currently needs to be 100 always)
Is used for animations that run on their own once dropped into the
KGM GUI area.
The speed is set globally in the main script file. The line for that is:
set_listener ($NI_SIGNAL_TIMER_MS,18000).
The 18000 indicates when frames should be increased by one.
Here, the speed is 18 milliseconds.
Type: button
Number of Animations: 6
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Note on Randomize Layer: There are four randomize layers.
The value has to be in the range from 0 to 15.
Once you drag the item into the KGM GUI area, it will automatically
set up random groups for that particular item.
Type: label
Number of Animations: 1
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Screw Type: <value> (0 to 2)
When you add this tag to an item, it will randomly rotate the
graphic (PNG) files associated with it. The value 0 means only
rotate, 1 means rotate and add dark screw base and 2 means
rotate and add a light screw base.
Type: menu
Number of Animations: 1 (won't show up in Kontakt)
Note that a menu will be generated and rendered once you drag
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and drop it from the library to the GUI area. As an action, use e.g.
menu functions/playback group A select.txt
For KGM to know what to render, youll need to define e.g. patch
names in the menu TXT file like this:
What this does is, when you use this menu item in Kontakt, and
switch to (select) menu preset Preset Name C, it will allow two
(RR: 2) consecutive groups to be played.
Note that youll need to program these two groups so that they
work in round-robin mode. Please refer to the Kontakt manual on
how to accomplish this.
Besides using the menu item type to display e.g. preset names, you
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can also use it to change IR (impulse response) files for the
convolution reverb effect in Kontakt.
IR Readout: yes
IR Readout Format: <string> (lowercase or uppercase) - dont
include this line at all to have the default output (no change).
When you will now drag and drop this item, it will automatically
generate a menu with all the available IR (impulse response) files
as selectable entries.
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Label Font: <value> (0 to 7)
Label Font Size: <value> (1=small to 5=large)
Label Font Colour: <hex> (e.g. #FF0000)
Label Outline Colour: <hex> (e.g. #000000)
Label Gradient Colour: <hex> (e.g. #00FF77)
Label Gradient Angle: <value> (degrees, e.g. 90)
Note: The tag Label Text: (that will generate a label item) can be
used for any other item type as well, not only for sliders.
Type: switch
Number of Animations: 6
Type: table
Number of Animations: 1 (won't show up in Kontakt)
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Table Range: <value> (e.g. 127)
Name: <string>
Help: <string>
Action: <actionfolder+actionfile>
Bar Colour: <hex> (e.g. #FF0000)
Line Colour: <hex> (e.g. #00FF00)
Randomize Layer: <value>
Note that you can only have a one note step-sequencer at a time,
as it works globally. The default tempo of the note step-sequencer
is 1/16th.
button_sequencer_dur_sixteenth
button_sequencer_dur_sixteenth_triplet
button_sequencer_dur_eighth
button_sequencer_dur_eighth_triplet
button_sequencer_dur_quarter
button_sequencer_dur_quarter_triplet
Note: In the future, KGM will support actions for text edit items.
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Possible instructions in TXT file:
<none>
Note: In the future, KGM will support actions for value edit items.
Type: wallpaper
Number of Animations: 1
Wallpaper items can be dragged and dropped onto the GUI area in
KGM to set the background to a different wallpaper.
Note that you have to reload the Kontakt template instrument for
the changes to be visible.
Type: waveform
Number of Animations: 1 (won't show up in Kontakt)
This will create a new waveform display that shows the current
waveform (zone) that is associated with the pressed note on your
MIDI keyboard or DAW note event.
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ACTION FILES
All items in the KGM library do have pre-made actions assigned to
them that tell Kontakt what function they have or what parameter
they should manipulate.
Without these, any control in Kontakt would be just nice to look at.
In this section, we will learn everything about action files, which are
located in KGM_100/library/actions. For the ease of editing, these
are just plain TXT files.
This is for KGM to know which action script version it can expect.
100 stands for v1.00.
2) { KONTAKT 4 }
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3) { BEGIN DECLARATIONS }
4) { END DECLARATIONS }
This is a declaration block for any variables that your script might
require. These variables will be declared once in the main script file
per item that this script will be assigned to.
Remember that when you delete the item with this script assigned
to in KGM, these declarations will also be deleted.
<name>_LAST_VALUE := 0
$MY_VAR := <name>
$ANYTHING := 12345
The <name> tag will be replaced by KGM with the name of the item
that this action will be assigned to.
5) { BEGIN UI_CONTROL_ACTION }
6) { END UI_CONTROL_ACTION }
This is the action block that will be called / triggered whenever you
press a button or move a slider in Kontakt.
So, if for example you want to write an action that sets a variable
to the value of the item that this action script will be assigned to,
you would need to write:
{ BEGIN UI_CONTROL_ACTION }
$MY_VAR := <name>
{ END UI_CONTROL_ACTION }
7) { NO GROUP ACTION }
Indicates whether the script is a group action or not. When this line
is present, the script will be interpreted as a non-group action.
Some Kontakt engine parameters dont assign groups, e.g. when
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you adjust the volume of a bus (which has nothing to do with
groups).
This is when you should insert this line into your action script as it
also wont let you make changes to the group selection box in
KGMs edit window as well as to the Random Layer selection.
What if, for example, you wanted to have a slider control the
volume of one group? Or a range of groups? Or even all groups in
Kontakt?
These values will be set by KGM when you change the group mode.
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THE EDIT SECTION
In this chapter we will explore the edit section, that is used to
adjust parameters of items on screen, add actions and so on.
Width/Height
Will display the items width an height in pixels. Note that KGM does
only work in pixels-mode and not with grid-based values.
Normally, you shouldn't change these values as they (most of the
time) only refer to the so called bounding box which is the
clickable area inside Kontakt. (Area of action).
Min/Max/Default
Most items have minimum, maximum and default values. Note that
an item with a default value won't reflect that upon launch of the
instrument. The default value will be referred to whenever the user
clicks on an item with the <CONTROL> (OSX: <COMMAND>+Click)
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being pressed at the same time.
This is useful to e.g. reset a control to its initial state. (think of 0dB,
center panning and so on).
Disp-R
Obsolete. (Only used for items with type knob). Since you cannot
assign pictures to that type, we won't use this option at all.
Name
KGM does name your controls e.g. slider9438759. It always adds
a random number at the end of the control name to avoid naming
conflicts in Kontakt. If you wish you can give your control a specific
name here.
Autom
Most of the control items in Kontakt are automatable and that by
default. Here, you can enter a name for the automation name of
the selected control. This name will appear in the Auto section of
Kontakt:
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Using the checkbox, you can decide if you want that control to be
automatable or not.
Help
When the user hovers over an item, Kontakt can display a help text
for that particular item in the information window at the bottom.
(That empty box with the i in a circle). Here, you can e.g. let the
user know what your control actually does.
Persist
In Kontakt, item values (like the angle/position of a knob) can be
stored within the actual instrument.
This box is checked by default to ensure that when you save and
reload your instrument, all knobs and sliders will revert back to
their last state. So you should let this checkbox ticked.
Image
This box shows the image (PNG file) that is currently assigned to
the selected item.
Action
Here you can choose the action for the currently selected item.
Refer to the chapter Action files to learn more about actions.
Unit
Obsolete. (Only used for items with type knob). Since you cannot
assign pictures to that type, we won't use this option at all.
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Mouse (Mouse Behaviour)
This let's you adjust how an item should react to mouse movement
upon dragging. Here you can enter a value from -5000 to 5000,
setting the move direction of a slider. Negative values will result in
a vertical movement. Smaller values will mean that it takes more
pixels to travel for the knob or slider to move.
Text
This option is used for labeling items.
Here you can enter a text that should be displayed in Kontakt.
You should only use it for items of the type label.
Random (ABCD)
KGM does support randomizing the value of items.There are four
randomize layers that you can add controls to.
You can add e.g. two knobs to random group A and a set of
another five controls to random group B.
Once that's done, add two buttons to your project, one button to
randomize group A and one to randomize group B.
All Groups/Group/From/To
This is used to decide which group or range of groups the selected
controls action should affect.
Let's say you have a knob with an action assigned that controls the
groups filter cutoff. By default, this knob will alter the filter cutoff
of all groups, unless you switch to either Group and enter the
number of the group or to From/To and enter the first and the last
group.
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PLAYBACK GROUPS
You can determine, how (much) groups should be played back at
the same time (or not) using playback groups.
(Like those very old CA*** and YAM*** keyboards back then).
For this to work you will need to add group playback select buttons
to your project. The required actions for that are located in
library/actions/groups.
By pressing that switch you can toggle the on/off status of the
playback group easily.
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YOUR FIRST INSTRUMENT
In this chapter, we will design a complete instrument from scratch.
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In KGM, go to the library and select the folder knobs metal.
Drag four knob_metal_gold_minmax knobs into the GUI area:
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Now assign them ADSR actions to control the volume envelope.
(ADSR stands for Attack, Decay, Sustain and Release).
Select the first knob from the left and click on the Action field in
the edit section, where it says N/A (no action assigned).
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Now select the next golden knob and do the same procedure as
before, but this time select grp ampenv decay.
For the third knob, select grp ampenv sustain and for the fourth
one grp ampenv release. You now have set up the volume
envelope controls for your instrument.
Note that in the edit section, the group selection area to the right
has updated. All Groups has been selected automatically. That
means, each knob will control the envelope of all groups in your
instrument.
Now we want to add another set of four knobs, this time we choose
the silver version of the metal knob. In the library, go to knobs
metal and drag four knob_metal_silver_minmax knobs onto the
GUI area. It should look like this:
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Now we want to add filter envelope actions to the silver knobs.
From left to right, click each knob, go to the Action edit field and
from the list choose the filter folder and then select grp fltenv
attack, grp fltenv decay, grp fltenv sustain and grp fltenv
release.
Let's now add a fancy waveform display, which will show the
current zone's sample.
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Before we carry on, we have to add a filter cutoff knob, a filter
resonance knob and a filter envelope amount knob as well.
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Now we need to again assign actions to our fresh new controls.
The red knob will get the filter/grp fltenv amount action.
But for the convolution reverb effect to work, we will need another
knob to control the send amount to the convolution reverb itself.
(The amount of audio we're feeding into it).
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Granted, we won't win a design-award with that one.
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Editor's note: Can't watch that for long. My eyes hurt.
What's next? You got it: We need to add actions to these two knobs
as well. Select the middle one like in the picture and give it the
groups/group fx lofi srate action. For the blue knob to the right,
locate the send fx/fx send level chorus action and assign it.
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No worries - we can fix that with one simple step.
Go to the library, go into the knobs plastic folder and look for the
item called knob_plastic_blue_posneg.
Drag it over to the GUI area and drop it directly onto the middle
knob with the wrong label.
Notice that the rectangle around both items will become orange.
Once you've dropped it, the graphic of the knob has changed to
that of the newly dragged item. This can come in handy when you
only want to exchange graphics but not erase the whole item.
Position it under the blue sample rate knob in the middle. If you're
having trouble centering it because of the active grid, you can press
<G> on your keyboard to disable it. Then you can position the item
freely. Once done, press <G> again to bring back the grid.
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So, what else could we do to polish our shiny GUI?
Well, some labels for the knobs would be nice.
Agreed.
Click on it, to display the edit section for that item at the bottom.
There, go to the Text: field where it says Control Name and click
it. A dialog will pop up and prompt you to enter a new text to
display for that label item. Type in LOFI and press OK.
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The label has been updated and now reads LOFI. Position it
directly underneath the blue lofi sample rate knob.
Position these underneath all the knobs and give them proper
names.
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Okay, now it's time to move over to Kontakt itself. Hit the ! button
to restart the Kontakt engine and the script interpreter:
But before we do that, let's make sure there aren't any script
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errors. In Kontakt, click on the wrench icon at the top to flip the
instrument and show the internals:
Scroll down until you see the script edit box.
Hit the little Apply button. In the status line, a message saying
script updated (no errors) should appear:
If thats the case all is good. If thats not the case, please contact
Rigid Audio. We will get back to you.
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Let's now import some audio files into our instrument, so that we
can actually play it.
Samples/Bass01/bass_C1.wav
Samples/Bass01/bass_D#1.wav
Samples/Bass01/bass_F#1.wav
Samples/Lead/lead_C1.wav
Samples/Lead/lead_D1.wav
Samples/Lead/lead_E1.wav
Samples/Lead/lead_F1.wav
Samples/Lead/lead_G1.wav
and so on.
In Kontakt, open up the Group Editor. Make sure that the group
called INSTRUMENT 1 is selected (white rectangle). Then click on
the Mapping Editor.
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Notice that when you drag over these samples, Kontakt will show
you how each sample will be mapped across the keyboard.
Release the mouse button once the mapping looks like in the
picture above.
You have now succesfully imported your own samples (well, sort of
your own, but you know what we mean) into Kontakt.
You should now be able to play notes on your MIDI keyboard and
already (or should i say finally?) hear something.
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But wait, whats that?
Well, that does make sense since our instrument only has one
group for now which is called INSTRUMENT 1.
To fix this, we go back to KGM and for each control in there we set
it to only control Group 1:
Note that if you want more than one group for your instrument you
will need to duplicate the group called INSTRUMENT 1 inside
Kontakt.
To do so, go to the Group Editor and locate INSTRUMENT 1 and
then right-click (OSX: <OPTION>+Click) and select Duplicate
group(s). Then it's advisable to rename the group to
INSTRUMENT 2 and so on and so forth.
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DISTRIBUTING YOUR INSTRUMENT
In this chapter, we will explain all the steps required to finalize
your product and to prepare it to be distributed or shared with
friends.
After that you should now have a release folder that contains just
the project's samples, your resource container files (*.nkr and
*.nkc) and your Kontakt *.nki instrument(s) itself.
Now you can share that folder with your friends (e.g. compress it to
a ZIP file) or distribute and sell it.
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Note: In case there are "File not found" problems, you should batch
re-save all the instruments:
A) Make sure that the wrench icon is NOT clicked (you can see the
main GUI of your instrument).
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TROUBLESHOOTING & FAQ
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Does KONTAKT GUI Maker work with the free KONTAKT
Player?
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No. Youll need fully licensed and registered versions of Kontakt.
(Kontakt 5.5 or Kontakt 4.2).
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Can i control the Sample Offset (Sample Start)?
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Yes. Directly via Knobs, Sliders or Faders or via external modulation
(velocity, modwheel, aftertouch).
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Can i control samples loop points?
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Not currently.
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Can i import my own user interface elements?
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Yes.
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Am i stuck with what is offered in terms of interface
elements?
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No, you can create and import your own files to the library.
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Is the library expandable?
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Yes.
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Is the script library expandable?
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Yes.
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Can i customize action script files?
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Yes, completely and freely.
Use the <name> tag so that KGM does know where to insert the
currently selected control.
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When i import PNG files to the library they dont show up in
KGM.
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That is because KONTAKT needs a text file for each PNG file that
describes its behaviour among other things.
You need to make sure that each imported PNG graphic has a
corresponding text file with the same name.
Look into the txt files in the library to get an idea how these files
have to look like.
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When i import WAV files into the template instrument, i can
t hear no sound at all.
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Make sure you import your samples into group number 1! (Not
group 0 which is called "DONT ERASE ME").
Always start from that group. If you need more groups, always
duplicate groups starting from group 1, called INSTRUMENT 1.
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Can i change the PNG file of an user interface element in
KONTAKT GUI Maker?
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Yes, simply drag a different user interface element (graphic) from
the library on top of the one that you want to change.
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What KONTAKT user interface control elements are
supported?
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Currently Sliders, Buttons, Switches, Menus, Tables, Level Meters,
Text and Value Edits, Waveforms.
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Can i change the background image for my KONTAKT
instrument?
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Yes, simply drag and drop a wallpaper file from the library onto the
KGM GUI area.
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How can i add my own background images to the library?
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Copy your (PNG only!) background files to
"library\pictures\wallpaper". Make sure that each file has a
corresponding <name>.txt file with the wallpaper tag set (Type:
wallpaper).
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I have changed the wallpaper background image in KGM. In
my Kontakt instrument, when i click on engine restart it
does
still show the previous background image. Why?
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When changing background wallpaper images, you will need to
reload the instrument completely.
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Can i use the template KONTAKT instrument for a
commercial release?
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Yes.
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Can i use the bundled scripts and graphics for a commercial
release?
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Yes.
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Changes that i have made to my project do not appear inside
KONTAKT.
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Verify that there are no script errors. Go into KONTAKT and click on
the top wrench icon.
Go to the Script Editor, scroll down to "Edit". The script editor will
open up.
Press the "Apply" button. If there are any errors, it will tell which
one in the status line underneath
the script editor. Please contact us if this happens.
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Can i use my own samples with KONTAKT GUI Maker?
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KONTAKT GUI Maker doesnt come with samples so - yes!
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Can i control KONTAKTs LFO functions?
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Yes. The template KONTAKT instrument comes with two LFOs set
up for you.
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Is there support for the convolution reverb?
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Yes.
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Is there support for KONTAKTs effects?
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Yes, the complete range of effects is supported.
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Is KONTAKTs BUS system supported?
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Yes.
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Can i use my own convolution reverb impulse responses?
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Yes. Simply copy these to the project/Resources/ir_samples"
folder.
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Are tables supported?
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Yes, but currently only rudimentary.
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Can i use my own fonts for the labels and menus?
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No, not currently. You would have to design your own PNG files.
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Is KONTAKT 5.6 supported?
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No yet, we are working on it.
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Are MIDI controllers supported?
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Yes.
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Are send effects supported?
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Yes.
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Can i make interface elements automatable?
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Yes, items are automatable by default.
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Are multi scripts supported?
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Not yet.
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Are values of controls stored within my instrument?
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Yes, unless you uncheck the "Persist" checkbox in KGM.
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---------------------------------------------------------------------------
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Can i create a KONTAKT instrument without using the
bundled template NKI instrument?
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Yes, but you will need to make sure that you give all your
modulators inside KONTAKT the correct names, otherwise the
included action scripts will not work. A list of these names will be
released soon.
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Is KONTAKT GUI Maker KONTAKT 4+ compatible?
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Yes, the script output does work with KONTAKT 4 unless you use
specific KONTAKT 5 functions / effects.
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Are menus supported?
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Yes, KONTAKT GUI Maker comes with PNG image menu generation.
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Can i control group volume and panning?
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Yes.
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---------------------------------------------------------------------------
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Can i setup keyboard colours?
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Currently not. You would need to script that for yourself.
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Do the instruments made with KONTAKT GUI Maker work
with both Windows and OSX?
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----------------------------------------------
Yes.
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Why isnt my instrument appearing as a library in
KONTAKT?
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----------------------------------------------
Native Instruments does charge a huge amount of money for that
feature.
You will need to contact them directly.
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Does KONTAKT GUI Maker support multiple instrument
groups?
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----------------------------------------------
Yes.
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Is there screen zooming in KONTAKT GUI Maker?
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----------------------------------------------
Yes, use the mousewheel while pressing ALT/OPTION.
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Can i protect user interface elements from unwanted
editing / positioning?
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----------------------------------------------
Yes, there is an item lock function. Press <L> on your keyboard to
lock a currently selected item.
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Is there multi-selection?
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----------------------------------------------
Not yet.
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How can in scroll in the library?
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----------------------------------------------
Simply use the mousewheel.
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How can i scroll in the action script library window?
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----------------------------------------------
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Simply use the mousewheel.
---------------------------------------------------------------------------
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Can i load an existing script from a different KONTAKT
instrument?
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----------------------------------------------
Yes, but it is not guaranteed to work since KGM was made to work
for and with the bundled template KONTAKT instrument. So we
cannot recommend that.
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----------------------------------------------
Can i play more than one sound / group at the same time?
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----------------------------------------------
Yes, use group playback actions for this. Refer to the chapter
Playback groups.
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----------------------------------------------
Can i make a fullblown instrument with tons of sounds using
KONTAKT GUI Maker?
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----------------------------------------------
Yes.
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----------------------------------------------
Do i have to pay royalties or license fees when i distribute
my own instruments made with KONTAKT GUI Maker?
---------------------------------------------------------------------------
----------------------------------------------
70
No.
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I have imported my own PNG image into the library but it
looks kind of destroyed (random pixels everywhere). Why?
---------------------------------------------------------------------------
----------------------------------------------
Most likely you have saved your PNG image with 32 bits truecolour.
KGM only supports a colour-depth of 16 or 24 bits. Also make sure
your image-strips are horizontally.
---------------------------------------------------------------------------
----------------------------------------------
The controls in my instrument do not change/update when i
change e.g. the "default value" in KGM. Why?
---------------------------------------------------------------------------
----------------------------------------------
KONTAKT stores these values initially and sets up the controls
accordingly. Values of knobs and sliders will be stored
within the instrument. In this case you would need to adjust the
control manually in your KONTAKT instrument.
(Dont forget to save your instrument(s) afterwards).
---------------------------------------------------------------------------
----------------------------------------------
I am getting an "The application cannot be openened error
(OSX). What's the reason for that?
---------------------------------------------------------------------------
----------------------------------------------
As it seems, this is a general problem with newer OS X operating
systems and happens from time to time. A few tips and help:
71
https://support.apple.com/kb/PH21769?locale=en_US
https://www.cnet.com/news/tutorial-what-to-do-when-a-mac-os-x-
application-will-not-launch/
http://help.yoyogames.com/hc/en-us/articles/216753558-My-app-
won-t-open-when-downloaded-from-the-internet
http://www.cultofmac.com/224876/safely-install-non-mac-app-
store-apps-on-your-mac-os-x-tips/
---------------------------------------------------------------------------
----------------------------------------------
My question isn't answered here.
---------------------------------------------------------------------------
----------------------------------------------
Please send an email to questions@rigid-audio.com.
We will get back to you within one working day.
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KEY COMMANDS
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LEGAL DISCLAIMER
Kontakt GUI Maker (KGM), and any files included with the
distribution, including sampled sounds and presets, is licensed but
not sold to you, for use in software instrument design and the
development of your own Kontakt instruments. You can use all
provided graphics and scripts for commercial distribution.
Kontakt GUI Maker (KGM), any component hereof, and any files
distributed with it, is provided "as is", and there is no warranty of
any kind, either express or implied - including, but not limited to,
the implied warranties of merchantability and fitness for any
particular purpose. The risk as to the quality and performance of
the program is with you, and Rigid Audio will not be held
responsible for any damage or loss, to your person or property, as
incidential or consequential result of installing or using this
software.
Feb 2017
Rigid Audio
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CREDITS
75