Rogad Posted July 14, 2011 Share Posted July 14, 2011 Hi folks, I'm trying to find a way to animate a talking head... I wanted to do this with morph targets, so is there a facility built into LE ? Or is there an alternative way to do it ? Many thanks Quote Link to comment Share on other sites More sharing options...
Josh Posted July 14, 2011 Share Posted July 14, 2011 This feature is not supported. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted July 14, 2011 Share Posted July 14, 2011 You could make several face animations, and then mix them. Or you could move the face bones with some sine curves programmatically. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
tournamentdan Posted July 14, 2011 Share Posted July 14, 2011 Or you could use a nice affordable mo-cap like . I do own this but have not used it. Quote Link to comment Share on other sites More sharing options...
Flexman Posted July 14, 2011 Share Posted July 14, 2011 At first I thought you meant Morph Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Rogad Posted July 14, 2011 Author Share Posted July 14, 2011 Bbbeeeeearrrr beeearrr.... oh yes I remember Morph fondly. Sadly I am to much of a newb to do clever stuff like animations and sine curves. I just wanted something simple like plug in a neutral mesh and set up a few morph targets. That's about my limit at the moment. Quote Link to comment Share on other sites More sharing options...
Flexman Posted July 15, 2011 Share Posted July 15, 2011 Well if you have a mesh for the head, go one step further and add a bone for the jaw then experiment moving that bone to get your head to 'talk'. I've seen a few commercial products for doing this. I remember something for DarkBasic called DarkVoices that was a system for creating lip-sync files, there's a video showing how the model was created, this might give you a head-start on how to approach this. http://www.thegamecreators.com/?m=view_product&id=2107 Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Pixel Perfect Posted July 15, 2011 Share Posted July 15, 2011 Thats a really interesting link Flexman! From what I can ascertain their tool simply exports a set of phoneme data in the form of a sequence and in theory I see no reason why this couldn't work in Leadwerks if someone looks into the example Dark Basic code and writes the neccessary code to translate that into animation sequences. Of course you need to modify your existing models to have the necessary bones in the head but they provide video instruction to illustrate that. Having talking animated characters would be such a plus! Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Rogad Posted July 15, 2011 Author Share Posted July 15, 2011 Thanks for the link, that looks interesting Quote Link to comment Share on other sites More sharing options...
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