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Home ? Feedback ? Can lip-sync be made more precise?

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09/01/2011 17:26:14

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1258
...And a neutral face option for when characters are not speaking

I hate it when a character is standing with an extreme expression of happyness/sadness etc inbetween speech

It just looks daft and out of place


D
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09/01/2011 18:50:13

rwtread01
rwtread01
Posts: 16
this can be done in the time line, select actor go to time line you should see a track for shush and talk there you can ajust it with more precision after youve done dialouge and sush and talk animations.
hope this helps
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09/01/2011 21:54:29

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Also, you can just fake it - record yourself speaking the lines of a song (without any music, and as in- time as possible) and use that to animate the lip sync, then overdub the actual music track later. Looks better, I think.
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10/01/2011 13:09:01

NeilExperimental userMuvizu staff
Neil
Posts: 396
Kaynine wrote:
As I watched it, it occurred to me that the automatic lip-sync, which is such a useful feature, really does need to be made more controllable and precise. Chuckles' movie would benefit enormously if the lip movements at least stopped and started when the speech was heard. As things stand at the moment, he would not have had enough control to make this happen.


I'm afraid I must respectfully disagree with you here, Kaynine. As rwtread01 pointed out, the controls do exist to switch off lip-syncing when it's not required. This will prevent the character from 'accidentally speaking' the music or other background noises. These talk and shush events can be roughly generated in real-time and then tweaked in the timeline afterwards to better effect. I do agree that the process can be much improved, however. We are taking steps to make it easier and give the user more control.

Kaynine wrote:
I've encountered this problem myself in my own simple experiments, so I'd seriously suggest that tightening this feature of Muvizu be made a priority. Once this is done, it will make it much more possible for users to create quite complex animations involving dialogues, arguments, monologues etc. in which the mouths aren't flapping around during silence, or remaining shut during speech.


As I recall, the biggest problem you had was with how we use a single dialogue track that is shared across every character. I'd promised that we would address the issue and while it's not something we've been able to release yet, we have been actively working on it. I'm hopeful we can talk more about it once we've completed our upgrade to the latest Unreal Engine.

ziggy72 wrote:
Also, you can just fake it - record yourself speaking the lines of a song (without any music, and as in- time as possible) and use that to animate the lip sync, then overdub the actual music track later. Looks better, I think.


This is something that you can do within Muvizu, without needing to overdub afterwards. Load your spoken audio track into Muvizu as the character dialogue (Prepare dialogue -> Audio), but set the volume to zero. Then, load the music audio track into Muvizu as a background track (Prepare audio -> Background). When you play or record your movie, the character will lip-sync to the spoken track, but you'll hear the music track.

Dreeko wrote:
...And a neutral face option for when characters are not speaking


A neutral face is quite hard to do for a dragon. We'd need to model it, texture it, animate it, blah blah blah. :p

But seriously, neutral moods and facial animation are also on our roadmap. Honest.
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