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New script to import Papagayo DAT files for actions

Posted: Thu Apr 05, 2007 4:46 am
by heyvern
To anyone interested who uses Papagayo for lip sync, I just finished a script that will import dat files produced from Papagayo and reference named actions instead of having to use it with switch layers.

The link is in this thread. Please read the limitations section.

http://www.lostmarble.com/forum/viewtopic.php?t=7842

-vern

Posted: Thu Apr 05, 2007 5:41 am
by DK
heyvern, I was just thinking about your 2.5D rig. Is it possible to combine several group layers of the model with switch layers to get a full 3D rotation of the head?

D.K

Posted: Thu Apr 05, 2007 6:37 am
by heyvern
I was thinking about that myself.

Here is my thought for "version 2.0":

Do a similar side view turnable head that would "match up" at a specific spot on both versions then just switch them on and off at that point. Even using dat files from papagayo would work fine since they would line up for the transition.

Since this rig doesn't use switch layers I am going to stay away from that. The beauty of this rig is that it allows full motion of the mouth and face during motion. Using a switch would kind of mess that up.

Plus it would require adding the bone rig to the switch layer. I don't see any huge benefits of doing that right now.

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Here is a sample of my new papagayo import action script. I used the "lame.dat" and "lame.wav" from the papagayo tutorial and just added some simple head turns to the imported action animations.

Took no time at all.

This is going to kick arse!!! One lip sync dat file and it works from any angle.

http://www.lowrestv.com/character_rig/c ... e-rig8.mov

-vern

Posted: Thu Apr 05, 2007 4:04 pm
by Víctor Paredes
hi vern, i remember ramón wrote something similar here
http://www.lostmarble.com/forum/viewtop ... ns+lipsync
is this the same?

Posted: Thu Apr 05, 2007 4:30 pm
by heyvern
Yes...

That looks the same! I never found it in my searching. I didn't know it already existed. You have to look very hard in that thread to even find the link. It is the word "here" linked to the file in his last post... not... uh... the most intuitive link text.

Oh well. It was very easy to create so not a lot of time was wasted. I am going to try out Ramon's version. It seems to have more features and error checking.

EDIT:

Yes, Ramon's has the insert reference or copy choice options. Very nice. Much better than mine. It also checks for a proper dat file before importing. I wish I had seen this before. 2005 is ages ago... I've been needing this for a while now.

-vern

Posted: Thu Apr 05, 2007 4:42 pm
by heyvern
Someone mentioned in another thread that we need to get all these resources organized better.

I have to agree. I didn't waste a ton of time creating my version of that script but if it could have been uploaded to some kind of script repository it would have been easier to locate.

I think I've done this twice now. Created a script that already existed because I couldn't find it.

-vern

Posted: Thu Apr 05, 2007 5:29 pm
by Víctor Paredes
sorry vern, i got the script following a thread that i remember you started.
here is: http://www.lostmarble.com/forum/viewtop ... 0&start=30

yesterday i search for the ramón's script thread. even i have mentioned a little time ago in this first post: http://www.lostmarble.com/forum/viewtopic.php?t=8181

i have tried to use the script for lipsync, but it doesn't work well. it's hard to explain the problem i have (that's because i hadn't wrote yet) but i'll try.

basically, the synchronization doesn't work well.
papagayo put one phoneme on one frame, and when you are working with actions of one frame, the are all the time interpolating.
so if you have, for example, an "O" reference, this "O" will live just one frame and all the other will be interpolating to another phoneme.

uf... i hope to be a little clear.

Posted: Thu Apr 05, 2007 6:25 pm
by heyvern
In regards to the links to that original script... I am very slow and didn't catch that there actually was a link to a script. It wasn't clear to me obviously. I missed it in both places. :oops:

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In my actions I have keys for all the bones that effect the mouth.

I don't have this problem you mentioned. When it places the actions for each phoneme I have a key for the bones of that action for each phoneme. They interpolate to the next one. Works just like with switches but using actions.

If you have more than 1 bone for lip sync actions, each action needs to have each of those bones keyed so you don't get "drift" from one to the next.

Also each action needs to be created on frame 1 and be 1 frame long.

I have about 8 bones for lip sync. So I keyed all of those 8 bones for each phoneme action.

I don't key ANY OTHER BONES but the ones for the mouth in the phoneme actions.

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Point Motion actions

If you are doing point motion actions you must decide which points for the mouth positions are used and only key those points for each action. If you key all points for each action it will move all the points.

-vern