1) How do I extend the audio to play and continue lip-syching after the 72 mark? It just repeats itself.
2) When I import a file (even the ones provided with the software i.e. bushism) the audio sounds skipped as in "I ate a buh-bannana". But when I export it, the audio is fine.
3) Also, do you have to talk clearly to get the lip-sych to work? Because right now, it looks pretty terrible. Is there a way to make custom mouths frame-by-frame?
3 Major Questions
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I moved your questions to this forum since they aren't really "bugs".
A third way is creating by hand the individual mouth shapes frame by frame. Draw a mouth shape and change that shape on each frame to match the audio.
Remember that AS doesn't have "unique" elements on each frame as Flash does. The shape on frame 1 is the exact same shape on frame 27... AS just animates the motion of the points. A switch layer can be used to create the effect of a different shape on multiple frames but you would need a separate layer for each shape which can be an inefficient way to work and become very complicated.
-vern
Change the end frame under: File/Project settings...1) How do I extend the audio to play and continue lip-syching after the 72 mark? It just repeats itself.
Yes that is the way it is. The animation can't keep up in real time with the audio and tends to skip like that.2) When I import a file (even the ones provided with the software i.e. bushism) the audio sounds skipped as in "I ate a buh-bannana". But when I export it, the audio is fine.
There are two typse of lip sync. One is done in AS using the wav file loaded into a switch layer. It is based on the volume of the audio and two or more switch layers. It is not accurate. Basically the mouth is open or closed. The other method involves using a free program located here called Papagayo. This requires creating a switch layer with 10 specific phonemes. Lip sync is done using Papagayo and exporting a "dat" file which is loaded into the switch layer in AS.3) Also, do you have to talk clearly to get the lip-sych to work? Because right now, it looks pretty terrible. Is there a way to make custom mouths frame-by-frame?
A third way is creating by hand the individual mouth shapes frame by frame. Draw a mouth shape and change that shape on each frame to match the audio.
Remember that AS doesn't have "unique" elements on each frame as Flash does. The shape on frame 1 is the exact same shape on frame 27... AS just animates the motion of the points. A switch layer can be used to create the effect of a different shape on multiple frames but you would need a separate layer for each shape which can be an inefficient way to work and become very complicated.
-vern
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- Joined: Wed Dec 05, 2007 4:40 am
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WOW. Thank you so much. With these answers spawns new questions.
How do I animate frame-by-frame? I can't seem to figure out how to actually SEE and maniupulate each individual frame. If you can only edit a character on 0, then how can you change the mouth movements on every other frame?
Also, is there a way to stick your mouth onto a character so that he moves while speaking? Or do you have to stay stationary to speak?
How do I animate frame-by-frame? I can't seem to figure out how to actually SEE and maniupulate each individual frame. If you can only edit a character on 0, then how can you change the mouth movements on every other frame?
Also, is there a way to stick your mouth onto a character so that he moves while speaking? Or do you have to stay stationary to speak?
You should try to do all the tutorials that come with the application. These questions and many others can be found by doing the tutorials.
AS doesn't work by doing "frame by frame". You make changes to point, bones or layers or any animatable property on key frames at any point in the time line. Changes between one key and the next are "tweened" by the software to create motion.
Frame 0 is a "setup" frame. It is where you create your character and do bone rigging and offset if you need to. This is all explained in the help and the tutorials.
-vern
AS doesn't work by doing "frame by frame". You make changes to point, bones or layers or any animatable property on key frames at any point in the time line. Changes between one key and the next are "tweened" by the software to create motion.
Frame 0 is a "setup" frame. It is where you create your character and do bone rigging and offset if you need to. This is all explained in the help and the tutorials.
-vern