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Socoder -> AI Threads -> Machine Made Max

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Sun, 19 Mar 2023, 07:41
Jayenkai
Aww, you mean the video above wasn't "real"?!

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Sun, 19 Mar 2023, 07:58
spinal
Oh, that was real, but its just a static image with a 5 frame mouth. I want to move the head around.

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Sun, 19 Mar 2023, 08:05
Jayenkai
Oh, ok.
Sun, 19 Mar 2023, 09:54
spinal
OK, I did not expect this to work as well as it is doing...



Stole, edited and traced some face parts from https://avatarmaker.net/create-avatar

No idea how I'm going to manage to do the hair though, I guess it will take multiple layers.

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Sun, 19 Mar 2023, 10:11
Jayenkai
Yikes!!! That's awesome!
Sun, 19 Mar 2023, 14:11
spinal

View on YouTube

Anyone got any better ideas for an idle animation?

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Sun, 19 Mar 2023, 15:45
Jayenkai
Could he occasionally glitchily tilt his head to the side?

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Sun, 19 Mar 2023, 16:15
spinal
Yes, but if he's talking the frame rate drops so low that his mouth stops moving 😅

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Sun, 19 Mar 2023, 16:53
Jayenkai
Dang. ...
Because it's drawing the face, or because it's drawing at all?
If you added a constantly moving background of Max-style stripes, can you keep those going at full speed whilst, in the background, drawing the face to a buffer and popping it on top?
Eg, the face could be a constant 15fps and the backdrop 60. It "probably" won't be as noticeable.

You'd need two face-buffers. One currently being drawn, the other displayed on the screen top of the lines.

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Mon, 20 Mar 2023, 04:01
spinal
Currently, the eyes (ouline, pupils and whites), nose, ears, hair, face outline and mouth are all draw to a layer, then that layer is drawn to the screen. I did this so that I could rotate it as a single image rather than all the maths being done for every image.
on the speaking side, as the audio data is being transfered to the output buffer thingy, I am setting the mouth size from the current byte being copied and the renderer is just reading whatever the current mouth size is when it updates. The renderer is currently not limited to any frame rate, it just goes as fast as it can. If I set it to say 60fps, then the mouth isnt updated fast enough.

I just put an fps counter in, wothout limiting it does between 400 and 600 fps without adding the rotation. Adding the rotation drops is below 400 fps and the mounth does not animate fast enough.

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Mon, 20 Mar 2023, 04:36
Jayenkai
Oh, so it's the rotation, then? Sounds like it's using basic 2D drawing methods. Aw well

Blinking might help, though. And the eyebrows, too. Wiggle those features!!

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Mon, 20 Mar 2023, 04:47
spinal

View on YouTube
Mon, 20 Mar 2023, 04:52
Jayenkai
If MouthWide>0 then MouthWide=MouthWide-0.25
If audio>MouthWide then MouthWide=audio

That way, the silence doesn't clamp the mouth shut.
It should make for a more noticeable opening.

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Mon, 20 Mar 2023, 04:58
spinal
Currently its this...





mouth is a 16bit number from the audio buffer

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Mon, 20 Mar 2023, 05:36
Jayenkai
Hmm.. Yeah, that does seem to be doing that.
*shrugs*

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Mon, 20 Mar 2023, 05:56
Jayenkai
If "Mouth" is only the current millisecond's audio buffer value... that'll be why you're losing data between frames.
Can you access the data from in between the frames?

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Mon, 20 Mar 2023, 07:31
spinal
I assume there's plenty of time to bung it in an array or something. Are you thinking maybe averaging the data over 500/fps frames or something?

|edit| no wait, thats worse.

[edit agian]

Fixed...

just moved the mouth sizing code to the buffer copy loop.

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Mon, 20 Mar 2023, 12:21
spinal
Changed the mouth, fixed the animation speed (for the mouth).


View on YouTube

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Mon, 20 Mar 2023, 14:20
Jayenkai
Awesome! Could do with a more "jumps from looking one way to the other" behaviour when he glitches... could you do that, or have you not enough data to know when it's glitching?

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Mon, 20 Mar 2023, 16:09
spinal
In theory, yes, in practice....

This is a mess...


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Mon, 20 Mar 2023, 16:59
Jayenkai
Sure is
I'm not going to argue, though. GotoJSE's lacking in error codes because by the time it's running, I've lost all knowledge of which parts of the original script are being processed at any given moment.

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Tue, 21 Mar 2023, 11:57
spinal
This code *nearly* detects the glitches, but weirdly not always. Thats a puzzle.





View on YouTube

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Tue, 21 Mar 2023, 15:54
spinal
Adjusted the face layer, to be slightly larger than the window so that the hair doesn't get clipped. I think I've managed to detect the stuttering, just need a good looking way to express it visually. Also added blinking, this is done randomly.


View on YouTube


|edit| I just noticed, it looks a lot like Stephen Mulhern hosting Catchphrase...

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Wed, 22 Mar 2023, 02:31
Jayenkai
\O/yeay\o/
Wed, 22 Mar 2023, 04:24
steve_ancell
@spinal
That looks good mate.
Thu, 23 Mar 2023, 06:45
spinal
Here is the latest version, with a little better glitching...


View on YouTube

https://mastodon.social/@Spinal_Cord/110072659426350157

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