Lip Sync? Does it work dynamically or you are manually setting the lip sync for each audio?This sounds pretty complicated but pretty cool though.
Pretty interesting. I tried using Papagayo, but it was useless. I then tried a .bat lip sync thing that SimonS gave me & it worked to a degree, but it was for audio to phonetics (or whatever it's called) & the returned results were often random as it had trouble understanding accents & various recording. I tried the same dialog spoken by 2 different people & both results came back different from each other & both were not what was actually being said - long story short, it was an interesting experiment.Lip Sync? Does it work dynamically or you are manually setting the lip sync for each audio?This sounds pretty complicated but pretty cool though.
AGS engine support lip Sync with word method. find it here:
I think so it's OK if VS team consider it for next build.
I suppose you mean this? http://esotericsoftware.com/Aye that's the one. Technically you would probably need the professional version - if you want the advanced features like kinetics & mesh warping.Or is there some free alternative? I don't feel like paying $69.Btw i did't notice any option for importing it in Visionaire, how does this actually work?
Thanks for the link. However i won't pay for it atleast not now.Maybe we'll get lucky at some point & they'll let humble bundle release it in one of their dev software bundles in tier 1 or 2 for professional license version like Brash Monkey did with Spriter Pro recently as I paid $1 for that.
Lip Sync? Does it work dynamically or you are manually setting the lip sync for each audio?It's all dynamic. I use an event to detect when the speech text has started, i then have an action after each speech/talk animation frame to set the next phoneme from the text block.
I'm also dealing with chasing character. Still didn't sort it out. However i'm trying to achieve so the playable character could come to the chasing character and have a dialog with the charater. It means to get them standing next to each other with the right distance and angle based on the current scene/way system.