What was the most challenging part of development?

  • #10, z TinTinFriday, 20. January 2017, 18:55 hodinky 8 years ago
    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:
    http://www.adventuregamestudio.co.uk/wiki/Other_features_(manual)

    I think so it's OK if VS team consider it for next build.

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  • #11, z afrlmeFriday, 20. January 2017, 21:34 hodinky 8 years ago
    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:
    http://www.adventuregamestudio.co.uk/wiki/Other_features_(manual)

    I think so it's OK if VS team consider it for next build.
    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.

    I do think a text to phonetics/hannah barbera style lip sync animation would be nice, but the problem with syncing based on text is that it's not so great if you plan on adding voice over recordings because you need to be able to control the length of each spoken word & the pauses inbetween each word. I managed to achieve that with what I call faux-lip syncing, but it required a lot of work as I had to manually note down the length of each spoken word & each pause in between then create each display text as background text then use pauses & execute a scripts to force which animation frames should be shown. It looked pretty decent, but in the end it was just too much hassle - especially for regular character talking animations.

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  • #12, z ke4Saturday, 21. January 2017, 13:02 hodinky 8 years ago
    Lip sync would nice, no doupt however i would also welcome option to have mouth animation (speaking animation) separated. What i mean is that in the current system it requires some simple talking loop. It doesn't work well with implementing hand gestures and some other body movements.

    What i did once was using two characters over each other. One without mouth, second character was mouth only. So i could let the character speaking while doing some animations. It works for characters that are not moving. Even though i guess i could position the first character based on the other one. But it's too much hassle either.

    Has anyone tried something similiar? To create more dynamic talking animations?

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  • #13, z afrlmeSaturday, 21. January 2017, 16:27 hodinky 8 years ago
    It's possible with Spine animations as they are sprite part animations. I think update is supposed to have better runtime support (not 100% sure). Anyway, with Spine you can create animation models out of parts & swap out parts during runtime or trigger certain animations independently - at least that is the general point of sprite part animations.

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  • #14, z ke4Sunday, 22. January 2017, 15:23 hodinky 8 years ago
    I suppose you mean this? http://esotericsoftware.com/
    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?

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  • #15, z afrlmeSunday, 22. January 2017, 16:15 hodinky 8 years ago
    I suppose you mean this? http://esotericsoftware.com/
    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?
    Aye that's the one. Technically you would probably need the professional version  - if you want the advanced features like kinetics & mesh warping.

    I believe Simon or David explained how importing worked in the 4.2.5 release thread. If I remember correctly it was something to do with loading in animations with json files or adding them to the 3D character section - I forget. Anyway here's the thread where it's explained: http://www.visionaire-studio.net/forum/thread/visionaire-stu... (check reply #15).

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  • #16, z ke4Monday, 23. January 2017, 11:47 hodinky 8 years ago
    Thanks for the link. However i won't pay for it atleast not now.

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  • #17, z afrlmeMonday, 23. January 2017, 11:54 hodinky 8 years ago
    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.

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  • #18, z ke4Monday, 23. January 2017, 12:07 hodinky 8 years ago
    Yeah that would be nice razz

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  • #19, z darren-beckettMonday, 23. January 2017, 14:15 hodinky 8 years ago
    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.

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  • #20, z darren-beckettMonday, 23. January 2017, 14:22 hodinky 8 years ago

    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.

    This is a bit tricky, but definitley achievable. I've got my main and chasing characters throwing punches and kicks and knocking each other to the floor if the hit was in range.

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