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Socoder -> On Topic -> 3d lip-synching

Thu, 13 Mar 2008, 04:46
HoboBen
Hi,

Just wondering how this is done - is the sound analysed and the mesh/bones updated on-the-fly, or are models pre-animated with the specified sound?

Is this something that can be done easily (read: for free)?

If a game came without lip-syncing - maybe just a randomly moving mouth or no facial animations at all, would you feel completely ripped off? (when I saw spiderman 2 for the PS2, especially as they zoomed in on the faces and had them wave their fists emphatically, I felt that they were doing it on the cheap!)

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Thu, 13 Mar 2008, 05:19
Afr0
I've no idea how, but my first instinct would be to get a copy of HL2 for cheap (if you don't have it already), and take a look at the Source SDK. Especially since you already have some experience with C++ and OpenGL from some previous projects.

Edit: And yes, unless you can find some kind of very good KeyGen or something, you *do* infact need a copy of HL2 to get the source, since you need a Steam account. I've been trying to search for downloads on the net (and I'm not ashamed to admit it either, since I wouldn't actually be able to run the compiled binaries without media), but... no luck!!

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Afr0 Games

Project Dollhouse on Github - Please fork!
Thu, 13 Mar 2008, 05:21
HoboBen
you already have some experience with C++ and OpenGL


Pffft! I just smashed the ugliest code ever together!

But my friend did buy me a copy of HL2 - I'll take a look at Source SDK. Cheers

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Thu, 13 Mar 2008, 05:27
Afr0
Also, here is the documentation:

Source SDK Wiki

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Afr0 Games

Project Dollhouse on Github - Please fork!
Thu, 13 Mar 2008, 05:56
Jayenkai
You know...
You could do this without having to deal with source!
Remember that source uses insanely complex lip synching, so instead go for the simple Puppet-esque style..

Create a short program, load in the audio, and get ready with the mouse.

Click, start audio, record start millisecs..
open=0
Repeat
if mousedown(1) and open=0 then open=1:record open millisecs - start..
if mousedown(1)=0 and open=1 then open=0:record close millisecs - start.
until audio finished.

then save that millisecs data, and whenever you playback the audio, use the data to open+close the chr's mouth.

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Thu, 13 Mar 2008, 06:26
HoboBen
Cool!

I was thinking of doing something like that, by taking a sketch of the shape of the sound as seen in audacity and somehow converting it into a data script...

Get the human/monkey to do the work instead - nice!

Thanks Jay!

Hey, there's a thought - Cobra even has a command to slow a sound channel down... I could play it at half speed and get it really accurate

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