I'm new here Just wondering on ideas for lip design

  • #1, by robert-thurman-25765Monday, 07. December 2020, 02:20 3 years ago
    Hi please forgive this if it is a dumb question,

    I am in the process of design characters for a adventure game, I have designed body images, and I want to design the mouthes for animation, I quite like how games like Day Of The Tentacle managed to do mouth animation without proper lipsync, and I am hoping to make my games mouth animation mechanic similar to that of Day Of The Tentacle or a lot of other games without true lipsyncing.

    I was wondering though how many mouthes should I make for each character?, just an open and closed, or a half-open, full open, closed , etc.

    I was wondering if you might be able to give me some ideas on what you have done in your games, and what has worked for you.

    Also I was wondering if its possible to make a map design similar to the old game Jones In The Fast Lane, and have my talking characters appear in the middle box

    Like the one attached here, but instead of a guy in the middle box, a talking face instead.

    Any comments are greatly appreciated, thank you for your time. smile

    Newbie

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  • #2, by NigecMonday, 07. December 2020, 09:19 3 years ago
    you can use this:

    it explains everything you need

    Key Killer

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  • #3, by afrlmeMonday, 07. December 2020, 12:52 3 years ago
    Hmm yeah, as Nigec just mentioned you can use Rhubarb, which we fully have support for for adding lip sync to your characters talk animations. I won't go into details, but it is technically possible to use the lip sync system to control your character talk animations dynamically if you don't mind manually editing the tsv files that rhubarb generates. You can do all sorts of things, such as change the mood of the character, or have them perform hand/arm gestures, etc - it's complicated though.

    If you don't care about lip sync at all you can just have an animation play x amount of frames in a forward cycle, or randomized to make it look more dynamic.

    Anyway in regards to lip sync & rhubarb, I created a tutorial on the wiki & there's also a demo ved you can download too. wink

    https://wiki.visionaire-tracker.net/wiki/Lip_sync

    Imperator

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  • #4, by robert-thurman-25765Tuesday, 08. December 2020, 00:42 3 years ago
    My last game had lip sync with papagayo and spriter, it was a long time consuming process,
    I really just want to keep the new game as simple as possible, so it can get out sooner.


    I like your idea about let animation play x amount of frames in a forward cycle, or randomized to make it look more dynamic.

    Do you know of any examples I can check out to get a idea of what sort of mouth images I would need?

    Newbie

    6 Posts

  • #5, by afrlmeTuesday, 08. December 2020, 04:36 3 years ago
    Mouth shapes are up to you if you don't care about lip sync. As for rhubarb it's fast & easy to use - you just need 9 mouth shapes. They need to be added to the talk animation for the character in the order listed on the page I linked earlier. As for generating lip sync files you just run rhubarb, link to an audio file & it will automatically generate a tsv file. You then rename the tsv file so that it's the same name as the audio file, something along the lines of example.ogg.tsv & you place the tsv file in the same folder as the audio file & Visionaire will automatically detect the tsv file when the audio file plays & will then control the talk animation frames based on the data in the tsv file. It's a little time consuming, but not if you sort out each audio file as you receive them.


    Imperator

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