Starting a project, going to need to use the graph editor a lot for lipsyncing. Anyone have some sort of video tutorial or guide on lipsyncing with the graph editor. Or just any general tips?
I've seen the bouncing ball tutorial before.
For lip syncing, yeah, it's best to only use the important phonemes. For example, if you were trying to lip sync the word "anti-matter", don't put phonemes for "ah-n-t-iy-m-ah-t-er", instead do something like "ah-iy-m-ah-er". This will create smoother transitions between the phonemes that really matter and slow down the movement of the mouth because there isn't as much change going on.
If the graph editor, how exactly is it done?
(Sorry to you for grilling you, but I figure other people might learn from this information as well)
All you have to do is set keyframes (bookmarks) at the points in time when want a facial expression to happen. Once you've made the keyframe, start playing around with the phoneme/viseme/muscle sliders until you have an expression that you're happy with, and move on to the next point in time that needs a facial expression. Then you can tweak the graph curve to fine tune your animations.
the difference is that phonemes are for sound, visemes are for visual
phoneme: AA, AE, AX
AA, AE, AX are technically different but from a visual standpoint there's gonna be no perceptible difference, so you just use AA
The guy who made Practical Problems posted a video to celebrate getting 75,000 views, demonstrating some of the dirty little tricks he used:
is anyone working on a tf2 version of the opening scene of The Wire? if not you should. that'd be pretty fun to watch.
I closed a window on accident, how do I put it back in the main SFM window? I can drag it around but it doesn't put itself back in when I open it from the window tab.
Actually it does what Max suggested (shortcut for the first layout), so it seems that you might have overwritten one of the layouts there...
He used two kinects, and software that costs over a thousand dollars.
I did my first bit of sentence mixing in SFM.
MaxOfS2D will probably like this.
why wont this thread die?
(User was banned for this post ("why reply" - postal))
After seeing the cloaking material tutorial, I was wondering if it's possible to create animation sets for other elements in the element viewer. What I'm interested in is the timeFrame element nested in the activeClip. If I could make that an animation set, well, I'd probably be able to do a slowing-down slowmotion effect. Any ideas?
I'm finally getting my new Desktop on Monday, hopefully. I intend to immediately download SFM and begin learning how to do shit in preparation for the Saxxies. Can I ask anyone here, for a guy who has no knowledge in animating, coding, etc, how long does it take to really get the feel of SFM?
In all seriousness, I've done the tutorial and two small independent projects. A 30-second clip took me almost two days to make, granted I spent too much time trying my hand at some crazy animations.
Regardless, it's mostly fucking around until you've got it to a point that looks good. I guess we eventually learn how to fuck around more efficiently and with better results, but for now it's mostly try your hand and see what comes out.
New to this but how to i import other models from other games Like big daddys, or locust from Gears of war?
On the subject of Mocap, I created this with it, using 1 Xbox Kinect and iPi, only having to modify some positioning of the hands and head (that head movement is really slow, I know, and I'm trying to fix it as best as I can). Sadly, I haven't found a way to import into Maya for dmx exporting yet, or else it all fucks up. I'll make a tutorial later if anyone's interested.
And honestly, I love iPi, but it's so expensive. Brekel has some good features (such as not having to manually track bones at first, or the direct link with MotionBuilder), but iPi makes it a one button press to export to smd without any problems.