This was done by putting a gif into a video. I just imported the .gif as project media for the video editor since it's easier to manage a single image looping through the frames than to manage the frames individually, and the source was already a gif.
You could do it in a video editor too though (might be more suitable for what you want as well):>figure out frame rate for the final video and make a separate video project with the same frame rate for the animation>get each frame as a separate image>import them into video editor in the secondary project>import the song you want to sync>if it has a constant beat do the following once, if it varies do it for each different beat>find one cycle/loop of the beat in the song>trim the song to just that part or select that portion or something (isolate it)>if your animation (like the above example) has multiple beats in one animation loop (above example is 2 per loop) make your selected part of the song longer as appropriate>figure out where the keyframes go (the main poses you want to have on the up/down beats) and put them there>adjust the duration (length) of individual frames in the video timeline>fill in the other frames (in order) and distribute them so their durations roughly match (might take some experimenting to find which relative lengths look better, but there's a lot of animation theory about this too)>once you have your loop set up, test it by copying and pasting the series of images and checking that they match the timing of the music>if this works, you have your animation loop figured out>finally you need to make it ready to use in your video, which depends on how your software works. might have to render the whole video, but I use sony vegas which lets me import one video project into another, so I only have to render once at the end. You probably won't be able to render a video with transparency (unlike a .gif) so add a background image that's solid green (or some other color) that you can chroma-key out of the animation when you put it in the final video>put your animation in the video along with the song, adjust the position to make sure the animation lines up with the beat>either copy/paste it to fill in the track you're using for the animation or set it to loop and extend the duration
Also if you are bringing in a source that isn't keyed to the final video's frame rate you will need to adjust the properties of the source and set its undersample rate so that the video software will render 1 frame of the source for every 1 frame of the final video (the software should tell you what the final frame rate will be next to the undersample rate setting).
>extra bonus step: it's likely that the BPM of the song and the FPS of the video don't line up perfectly and will cause the animation to drift out of sync (and back into sync later). You can offset this by splitting the animation and shortening or lengthening either the part before or after the split by one frame. You can do some math to figure this out or just wing it until it looks right (because looking "good enough" is the standard you're trying to hit anyway).
Note that this is not done in the video linked above with alunya dancing and you can see the synchronization drift in and out, although it's close enough to have the desired effect for most viewers.>>142997
This might help but animations tend to have variable frame rates and if you want the video to look nice you need the different sources in it to be rendered at a compatible frame rate (or sampled so they can be rendered that way). Especially if the beat/rhythm being synchronized is more complicated than something like caramelldansen (which is just a regular 4/4 interval without even an up/down beat much less something like syncopation and maintains that beat the entire song) you probably should adjust the timing manually.