Something that annoys me is that when you're trying to get a video to align perfectly with music, sometimes your framerate and tempo just don't line up perfectly.
For example, lets say we want to make an animation where a ball is bouncing up and down to the beat of our song. To be more specific, we want the ball to touch the ground every time a beat happens. If the song is written at a tempo of 61 beats per minute, this means we want the ball to bounce at a rate of exactly 61 times per minute, or just over once per second. But if our animation is rendered at 60 FPS, it will be impossible for us to insert exactly 61 evenly spaced keyframes over the course of a single minute.
It's for this reason that I have found myself moving away from keyframe based animations entirely, instead relying on other systems like physics simulations, midi input, or audio input to trigger motion in a scene.
In this particular instance I used a C4D plugin called "Signal" created by GreyScaleGorrilla to trigger motion. This plugin allowed me to animate by using a tempo-based timeline that is independent of the timeline in C4D, which in this case is rendering at 30FPS.
I set the tempo of this grid to 140BPM, the same tempo as the song I wanted to use (which I created in Ableton). The entire scene is just a sphere being deformed, but every deformation is triggered by Signal on a 140BPM grid. The result is that every deformation syncs perfectly with the accompanying audio track, even though the framerate (30FPS) and the tempo (140BPM) are not mathematically divisible.
As an animator, most of the artistic "heavy lifting" in a project like this is identifying which parts of the audio signal are actually relevant, and deserve an accompanying animation.
It's boring to just animate something on every single beat, so instead you want to find the 'core rhythm' of the song and work with those beats. If you had to play the song on a snare drum, what would it sound like? I was trying to program that pattern into signal and see what the sphere does.
Below you can see the process I used to make the audio: