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Improve lipsync: possible?

 
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Cochrane

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Post Posted: 02-15-2006 07:17 AM Post subject: Improve lipsync: possible?

Just an idea I'd like to throw in before I forget: would it be possible to expand the stock lipsync (which can handle only a, o ,u) to include more sounds?

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bren

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Post Posted: 02-15-2006 02:10 PM Post subject:

Unknown, but there is scope in the character skeletons for better syncing, in the sense that a character model with an actual mouth modelled in would open and close in a much more realistic way.

Interesting proposal, though, I don't think there is anyone here qualified to answer it.


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Mark

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Post Posted: 02-15-2006 04:01 PM Post subject:

when the EF2 models get imported things should look better


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bren

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Post Posted: 02-15-2006 06:00 PM Post subject:

Yeah, that's what I was insinuating...

I love that word. Smile


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Legacy

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Post Posted: 02-16-2006 02:31 PM Post subject:

EF2 characters have mouths, so yes, it looks better (i did that with my Locutus), but then you only have 2 choices "mouth open" "mouth closed"

LC


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Post Posted: 02-16-2006 05:30 PM Post subject:

Legacy wrote:
EF2 characters have mouths, so yes, it looks better (i did that with my Locutus), but then you only have 2 choices "mouth open" "mouth closed"

LC


lol I can easily live with that if we get rid of SAFFI Razz


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Cochrane

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Post Posted: 02-16-2006 09:19 PM Post subject:

Legacy wrote:
EF2 characters have mouths, so yes, it looks better (i did that with my Locutus), but then you only have 2 choices "mouth open" "mouth closed"

LC


So it is a limitation of the skeleton. In the SDK readme they say they used "a Ponytale bone as the mouth bone for jaw movement" but it's not mentioned how movement is associated to sound. Could it possible to add new movements?

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Post Posted: 02-17-2006 10:22 PM Post subject:

Take a look at the documentation in the SDK.
Most notably the Libsync.html document, it goes about this subject.

Not sure about the animations, or the tool, but it would require mapping more than just the a, e, u letters.


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