General Category > Ongoing Anim8or Development
Lip Sync Tool
johnar:
Steve
Still thinking about copying phoneme keys.
Possible solution number 3, and i think this one might be my favourite so far.
I guess the thing is, do you want the user to:
1) 'use' the timetrack, along with the the phoneme key track/editor, or
2) be able to create credible lipsync using only the phoneme key track/editor.
(and graph editor in both cases)
My vote would go for 1. (tho i think this possible solution caters for both 1 and 2.)
The 'timetrack and keying' setup in Anim8or is excellent, and simple to use. Animation requires a knowledge of keying, so it's a good thing to learn a little bit about using keyframes. (even if you only want to do lipsyncing).
With that in mind, maybe the phoneme keys need to be a bit more flexible somehow.
What if: Set a Ph.Key by double clicking on the track. Blue phoneme keys can be edited using the PhKey editor and graph editor. (as it is now)
And then, later, you can double click the name in the phkey track, and change values and settings in the editor, to change the blue keys in the track. (as you can now)
Now, what if, any phoneme key manipulations done in the timetrack, or graph editor Cancelled all connection with the phoneme key editor. Those keys, (lead, Value and Tail), would lose their blue status, and the name in the phkey track could turn red, to show its disconnected from any keys.
(Double clicking on a red name in the phoneme track would say that there are no keys connected in the timetrack, and an option to leave or 'delete' the phoneme name)
Once keys are disconnected from the phoneme key editor, they'll be normal keys, and will be free to copy, cut and paste until the cows come home.
So, Initial phoneme keys can still be set, and edited, through the phoneme key track and editor, and would be capable of producing credible lipsync using only them.
More advanced tweaking and manipulation initiated through the time track, including being cut or copied, is still possible as well, if required.
Could be the best of both worlds, and really pretty straight forward.
re the graph editor. If the phoneme key editor is open, the blue key values can be edited in the graph editor. (as it is now)
But if the phkey editor is not open, and the key has been selected through the timetrack or graph editor independently from the phoneme key editor, then that would warrant 'disconnection'.
Does any of this have potential?
Steve:
johnar: give build 1386 a try. I added sound when scrubbing and it seems fairly good.
I also fixed a very old issue: the different subdivision levels for working and final views never worked. So for subdivision objects you can set a low number, such as 2, for editing and a higher one, such as 3 or 4, for the rendered images. This can really help the responsiveness with sound and larger models.
johnar:
1386 Theres no phonemes showing in the morph section of the phoneme editor.
Oops. must've forgot to reconnect that wire. ;)
Excellent news that the scrubbing is working out. That's awesome. Looking fwd to checking it out.
And Well done fixing the old subdivision levels, therefore helping responsiveness with sound, (and larger models).
Good thinking.
Nehemiah Thomas:
Hi, congratulation for build 1386 there's some problems
1. subdivision skinning object not working at sequence and scene
2. crash on image and video rendering
Good working team for anim8or build 1386
Steve:
Skinning is broken? Rats! I know I'd break something. It was a lot of changes. I'll get right on it.
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