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Topics - johnar

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1
Finished Works and Works in Progress / lipsync and animation 2
« on: June 15, 2020, 04:08:42 am »
Hi again,

 I've spent the last wee while, torn on where i should post this. Here, or in the Lipsync tool thread.

 Because of the current work being done on an8 lipsync tool, and because of the pics and short vid which i've made with 'anim8or lip sync' in mind, i've decided to post it here, rather than clog up the lipsync tool thread with, essentially, only my way of doing lip syncing
 But by posting here, i'm also hoping it may still be helpfull, somehow, in the building of the an8 lip sync tool, and the syncronization of it into a simple workflow of lip syncing in Anim8or.

 First off, here's the example video. (it repeats to show mouth shapes)


 So, step 1 is identifying which phoneme goes on which frame of the timetrack.

 This is probably the hardest and most important thing i've found with lip syncing, so steve, theres plenty of crucial work there, and am looking forward to that journey with you.
 
Up until 'sound and lipsync' coming to anim8or, i've used a trial version of 'magpie pro'. The full version has plenty of bells and whistles, but all u need is a picure of the .wav file with corresponding frame numbers, Magpie trial has a 'select and zoom' function, and 'arrow key scrubbing'. These help tremendously in locating the right frame with the right sound.
 I'm old school, so i record the frames like this:


 With this info we're good to go.
 
 You'll notice by the numbers in the pic above, that normal speed speech doesn't have a lot of spare frames in a word. In fact, there's often only 2 frames between 1 phoneme and the next. This makes  'Overlapping phonemes where one is transitioning into the other' quite a critical part of getting realistic lip syncl.

 Heres the time track with keys set for "family of thieves"

 The keying itself is actually quite simple, the trick to realism is being able to use the graph editor to adjust the strength of the keys.
 Another important trick is to allow a mimimum of 1 empty frame between each phoneme key, to avoid 'popping', which really doesn't look good, and wants to be avoided if you want your lipsyncing to look ok.

 And heres a gif of the results (because i love making animated .gifs)

 "Family of Thieves"
 I'll contiue posting progress of this new 11 second clip as i get through it, and welcome any feedback
 Ideas of anim8ors new sound and lipsyncing should be placed in the appropriate threads please.

 Thanks.   

 Audio courtesy of 11secondclub.com   Thank you



2
Anim8or v1.0 Discussion Forum / Folders in Sequence mode
« on: June 13, 2020, 02:45:17 am »
 Just wondering if thats on the list?
 So accustomed now to having folders for objects and bones, sequence mode always looks a bit 'untidy' without them,

3
Finished Works and Works in Progress / lipsync and animation
« on: June 07, 2020, 08:58:14 am »
I'm posting this in stages as a record of workflow, from start to finish.

 Inspired by the monthly competition at https://www.11secondclub.com/ .and by now having sound in anim8or

 Tho my animation and lip sync skills are not yet up to a standard worthy of entering into the 11second club, i'm hopeing that with enough practice i'll, one day, come up with a finished clip which is good enough to stand amongst entries posted by other 11second club animators, and at the same time, help to put Anim8or on the map as a capable piece of animation software.


 So, i'm downloading the monthly audio clip from https://www.11secondclub.com/
and posting progress here on Anim8or.com

 I have my own method of doing things, some probably correct, and some probably not. I think we find our own methods and workflows, and i basically work with what i feel comfortable with. It's always a learning thing and i'm happy to share any thoughts, ideas, tips and tricks which i have, and will, pick up on the way.
 In the same vein, i welcome any questions, tips, tricks, comments and critiques from other anim8ors.
 In the perfect scenario, we can all learn together.

 

 As in normal animation, i have an order to how i do lipsyncing, and that is to 'block' it out for timing, and then tweak, improve and polish over the course of several 'passes'
 The audio clip is a conversation between a male and female.
 The first thing i've done is lipsynced both characters and got the timing about right.
 Have just made the basic mouth movements, and nothing else. Next pass i'll add some expression to their faces, but no real eye movements until i begin to animate their positions relative to the scene and each other.
 I find it best to do the majority of lipsync and facial movements before animating the characters. Once the characters get moving, it can be time consuming getting a view of their faces to animate, while they're moving around in the scene.

So, here is stage one of this months clip.
ttps://
...more to come...

4
Anim8or v1.0 Discussion Forum / Floatinig timetrack on top
« on: May 24, 2020, 11:09:25 am »
Hi steve.
 I've been floating the timetrack and graph editor on another screen for a while now, and have decided that for now i need a setup like the one in the pic below. On one screen.
 Is there a way to stop the timetrack from minimising every time i click something on the anim8or UI?

5
Finished Works and Works in Progress / Plastic Pollution
« on: October 24, 2019, 06:25:56 am »

 8)

6
Finished Works and Works in Progress / Skinning
« on: August 19, 2019, 10:10:45 pm »



7
 Was asked if there were any Anim8or IK tuts out there, and it seems that only whats in the manual at the moment.

 So maybe this little clip could be somewhat helpfull to someone who is looking at IK from a complete beginners perspective.
 It's pretty basic stuff, and just the way i'm doing it for 2 legged characters at the moment. Seems to work pretty well so far, tho maybe some of the joint limits are just a little restrictive.
 Note, IK joint limits are quite different to the limits i've been using with FK.

 Hi there steve:)  :) (hav misplaced froyd emotogifs, willfindthem tho)
 Anim8or has really evolved lately. Mostly what i've been using, and discovering, has been working well and properly. Couple of minor IK issues hav arose, but will report them in appropriate forums.
 I also hav a list of really cool things going on in anim8or now. Such wonderfull awesome things  :) Will post those also.   :)  :)

 Anyway, hope this short vid may prove to be helpfull to some.  ;)

EDIT: I'm not hearing any sound. will look into it.....
 edit again. Sound is working.


 

8
Anim8or v1.0 Discussion Forum / graph editor and timetrack
« on: September 13, 2017, 07:28:35 am »
 Hi steve,
 I've been working on quite a bit of lip syncing, and a bit of anim8ion, lately, and Anim8or is a great tool for lipsyncing your characters. (once you have the timing sheet)
  (Depending on the qualities of the morph shapes), the keyframing and graph editor functions make it possible to have excellent, and simple, control over the morphing process.
 Shortcut keys for 'keying selected and 'keying all' have hugely sped up the proccess of animating.
 Although some other softwares have automated lip syncing, and probably with the ability to tweek the keyframes afterwards,  Taking into account what i've said above, i reckon Anim8or is right up there with the best of them.
 If you have a great quality model, or character, and some great quality morph targets made, Anim8or has the capabilities to make some truly great results in face expression and speech.
 I'm working on fine tuneing the lipsyncing process in Anim8or, and am really getting somewhere.
 One day, when i have it perfected, i'll do a video tut, which i'm sure will be very helpfull to many people.
  I'm working with what we've got, and will post things relevant, pluses and minuses.
  So, one thought i wanted to share, after many hours of lipsyncing.....



  When the graph editor is showing above the floating timetrack, it cuts the timetrack in half. If theres a lot of morph targets in the timetrack, and the graph editor is hiding half the screen, then its back to scrolling up and down trying to locate the different morph targets. Being able to drag the height of the timetrack, as above, would fix this 'really annoying' problem.
 What do you think?
 By the way. Now that we can hide bones within folders in the timetrack, i can see 'all' of my morph targets without having to scroll. The difference is night and day.
 (In the gif above, i've got the graph editor being turned on and off from within the floating timetrack. Although it would be cool, its not really necessary, because theres always hotkeys Ctrl-P to do that)
 Nice one steve. Keep up the outstanding work.
 Anim8or rocks.  :)
   

9
Finished Works and Works in Progress / Emotogif update 2017
« on: June 07, 2017, 06:56:58 am »
 Have updated the links for the emotogifs from this post.
http://www.anim8or.com/smf/index.php/topic,4707.0.html
 (most of the old links had died)

 Folder with updated links attached. (must make some more of these........
                                       

10
Anim8or v1.0 Discussion Forum / frame views in scene
« on: May 08, 2017, 09:22:15 am »
Something i've noticed for a long time now, and seems as we're nearing Version 1, where 'the more tidy and consistent the better', it might be worth a mention, because it's a 'quirk'.
 When you're in scene mode with multiple views and you press 'f' for 'frame view', it frames all views 'including the camera view'.
  Usually the camera view is like, the main final view, whereas the other views are often more the 'working views'.
  As it is, it basically means when you 'frame view' in scene mode, the next step is regain the camera view.
 Changing this would not only save time, but also help to keep things consistant, because when changing between smooth, flat and wireframe views, that only applys to the selected view.
 If this is making sense, perhaps 'f' for frame view in selected window, and 'Ctrl-f'  for frame all views. (Ctrl-f seems to be available?)
 

11
Anim8or v1.0 Discussion Forum / character anim8ing
« on: May 05, 2017, 10:50:34 am »
Anim8or is so cool.
Got a couple of thoughts after my latest wee dabble...
https://s3.postimg.org/4v3zxcpcz/ggymn4c.gif

 
 Changing between object and screen co-ordinates seems fairly crucial now, for me anyway, when animating a character.
 A new habit to learn when in scene mode. Use 'Object Coordinates' when animating a rig, then change to 'Screen coordinates' to move position or orientation. (has caught me out a few times now. Thank god, (steve), for being able to slide outside the work area to cancel the last move. Has saved my butt many times)
  I notice  'co-ordinates' change globally, maybe it would be better if they didn't..?
... any thoughts anyone.....
 
(btw steve: shortcut key 'j' for Screen Coordinates is showing as 's' in Scene mode.  ((in the info bit at bottom left of screen when hovering over a button.)). 'j' works tho.  's' is scale of course. :)

 The other thing,

 Selecting a bone in the timetrack, (left colum), doesnt show the associated trackball in the scene, but often selecting a bone through the timetrack is because you can't clearly see the bone to select it.
 Its a gr8 way of selecting a bone that you can't reach.
 So the trackball should probably show when the bone is selected by timetrack entry.

Anim8or is so cool.


12
Anim8or v1.0 Discussion Forum / IK in additional cameras
« on: April 25, 2017, 06:56:55 am »
 
 Hi steve. Have just discovered that Animating a figure with IK is unresponsive in extra camera views. (camera 2, Camera 3 etc...) (not sure if you already know that)
 
 Sorry i've been a bit tied up lately, but winter is arriving now, here in nz, so looking forward to spending some cozy nights at home with anim8or.
 ... i'll keep reporting in more often from now on....
...and froyd's itching to get mobile again



   

13
Anim8or v1.0 Discussion Forum / Sequence import bug
« on: April 22, 2017, 04:29:59 am »
Sequence import crashing if no figure is in the sequence file.
 All builds up to, and including, 1253 don't have a problem importing a sequence that doesn't have a figure referenced in the sequence file, but all builds from 1255 upward, including V1betas, will crash Anim8or, when trying to import a 'figureless' sequence.  8)  ;)

 

14
Anim8or v0.98 Discussion Forum / problems and traceinit....
« on: January 03, 2017, 01:23:06 am »
 I can't do pretty well anything in scene mode in builds 1261, 1263 and now 1264.  :'(
 As soon as i try anything, like arc rotate, moving a figures bone, and so on, anim8or stops working and i have to close the program.
 Could traceinit help to find the problem, and if so, can someone please tell me how to make a traceinit log file?

 All works fine on other previous versions, and if i boot up Windows XP on this same windows 7 pc, it also works ok, but very slowly.
 Any help appreciated.
 Thanks


System Info:
 OpenGL Renderer: GeForce 8600 GT/PCIe/SSE2
 OpenGL Version: 3.3.0
 OS Version Windows 7 (6.1) build 7600

15
General Anim8or Forum / Gym Figure. (sausage man)
« on: December 18, 2016, 04:11:47 am »
This is Gym.


 He's fast and light to move and render.
 Not sure how to fix the few 'missing objects' listed when opening.
 He's ready to animate and has 'look left', 'look right' and 'eyes closed' morph targets.
  Help yourself, and have fun.
 

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