Tutorial: creating phoneme tables for lipsync with custom models
26 replies, posted
So you want to extract phonemes with your custom models ripped from whatever game. They've got all the necessary facial flexes, but SFM will do diddly squat, right? Here's what you gotta do!
[media]http://www.youtube.com/watch?v=dHNZgnNLzTg[/media]
Transcript of the tutorial for people allergic to accents: [url]http://files.maxofs2d.net/sfm_phoneme_transcript.txt[/url]
Reference video for phonemes:
[media]http://www.youtube.com/watch?v=trLGJOsA-MQ[/media]
If you have any questions, go ahead!
This will be useful for the SMNC models I'm working on. Thanks a bunch!
It'd be hugely useful for people to post their phoneme maps here if someone manages to do them.
Well, Max has posted the Female Scout Phoneme Map on his website, so that may be helpful. Max is there any chance of you doing Phoneme Maps for some of Rebbacus's other models?
[QUOTE=Blitz n' Barrag;36788174]Well, Max has posted the Female Scout Phoneme Map on his website, so that may be helpful. Max is there any chance of you doing Phoneme Maps for some of Rebbacus's other models?[/QUOTE]
If I have to do one, it will be posted at source.maxofs2d.net as usuam
To be honest, this whole time I thought you had an american accent (not to be rude)
[QUOTE=mitterdoo;36788449]To be honest, this whole time I thought you had an american accent (not to be rude)[/QUOTE]
A Frenchman with an american accent? Hm...
Thanks Max. Do you know how eyes work in SFM? I can't get my custom models' to work.
I seem to have a problem with phoneme extraction on custom models with phoneme tables I've made. I extract phonemes from an acapella of a track, and it looks great, but half-way through it completely stops any facial animation. I have tried splitting the audio into two tracks and extracting twice, but that doesn't work, and I can't see anything in the console that indicates that it is stopping extracting...
[QUOTE=GamingPrower;36789764]I seem to have a problem with phoneme extraction on custom models with phoneme tables I've made. I extract phonemes from an acapella of a track, and it looks great, but half-way through it completely stops any facial animation. I have tried splitting the audio into two tracks and extracting twice, but that doesn't work, and I can't see anything in the console that indicates that it is stopping extracting...[/QUOTE]
Are you sure the anim's set track is long enough?
[QUOTE=MaxOfS2D;36789919]Are you sure the anim's set track is long enough?[/QUOTE]
Animation Set's track? I'm not sure what you mean by that. It is all on one shot, one camera so I know it isn't a problem of extracting phonemes to only part of the way through.
[QUOTE=GamingPrower;36790176]Animation Set's track? I'm not sure what you mean by that. It is all on one shot, one camera so I know it isn't a problem of extracting phonemes to only part of the way through.[/QUOTE]
[img]http://i.imgur.com/4KTbQ.png[/img]
make sure those are long enough
[QUOTE=GamingPrower;36790176]Animation Set's track? I'm not sure what you mean by that. It is all on one shot, one camera so I know it isn't a problem of extracting phonemes to only part of the way through.[/QUOTE]
blade the shot, go into shot 2, delete the problem animation sets, go back to shot on, and recopy the animation sets.
if that doesn't work, just blade the audio with the shot at the frame where the phonemes go bad and re-extract.
edit:
also do what max said he has more experience than me
[QUOTE=Haxxer;36788598]A Frenchman with an american accent? Hm...
Thanks Max. Do you know how eyes work in SFM? I can't get my custom models' to work.[/QUOTE]
I can tell you this, in the flex section you need to put the following:
[code]flexcontroller eyes range -45 45 eyes_updown
flexcontroller eyes range -45 45 eyes_rightleft[/code]
And you also need to make an attachment for each eyeball like so:
[code]$attachment "righteye" "HEADBONENAMEGOESHERE" X X X absolute
$attachment "lefteye" "HEADBONENAMEGOESHERE" X X X absolute[/code]
And for that you would use the same values set up in the eyeball section. You'll also need to make sure "localviewtargetfactor" is on when posing the eyes in SFM.
Just a question, estimatedly how long does it take to redo the Phoneme Maps? Like how long did it take you to do Female Scout? Because I need to do that for the Tf2 Announcer and Radigan Conagher, so I want to know how much time it will take up.
[QUOTE=Blitz n' Barrag;36800343]Just a question, estimatedly how long does it take to redo the Phoneme Maps? Like how long did it take you to do Female Scout? Because I need to do that for the Tf2 Announcer and Radigan Conagher, so I want to know how much time it will take up.[/QUOTE]
40 minutes
[editline]16th July 2012[/editline]
[QUOTE=Kuromatsu;36800428]I'm wondering, in Left4dead2's resources, there's a folder named Expressions and in it is phonemes, phonemes_strong, phonemes_weak.txt, Does anyone think these are files we can import to SFM to define the phonemmaps?
[/QUOTE]
no
[QUOTE=MaxOfS2D;36800456]40 minutes
[editline]16th July 2012[/editline]
no[/QUOTE]
what are they then, what about how you use a script to reset / generate the phenom maps on HL2 citizens? "Generate phonememap using HL2 FACS"
[QUOTE=Blitz n' Barrag;36800343] I need to do that for the Tf2 Announcer and Radigan Conagher[/QUOTE]
might want to consider the civilian too.
-snip-
[QUOTE=Blitz n' Barrag;36800343]Just a question, estimatedly how long does it take to redo the Phoneme Maps? Like how long did it take you to do Female Scout? Because I need to do that for the Tf2 Announcer and Radigan Conagher, so I want to know how much time it will take up.[/QUOTE]
I would make sweet consensual love to you if you posted the link to the announcer and radigan once done
[QUOTE=OneFourth;36803703]I would make sweet consensual love to you if you posted the link to the announcer and radigan once done[/QUOTE]
I am some how OK with this. My checklist of characters to make Phoneme Maps for is the Announcer, Radigan Conagher, Miss Pauling, and the Civilian. I may do more characters though, if people make more characters I can use for my project.
[QUOTE=MaxOfS2D;36800456]no[/QUOTE]
Well you could.
Manually.
Although L4D2 survivors crash SFM anyway.
Hello guyz, i ve some trouble with the phoneme , so ive made a video to explain me .
[url]http://www.youtube.com/watch?v=CQdVgftKItA&feature=youtu.be[/url]
-snip-
Thanks Max. This will surely come in handy.
Just last night I used [URL="http://facepunch.com/showthread.php?t=1247610"]this tutorial[/URL] to create a phoneme table preset file for a custom model that loads with the model everytime. It was very simple to do and extract phonemes worked.
Ok , ty PalmliX , ill try this too ;) <3
Thank you Max, this is great!
Slightly off topic question - is there a way to make advanced flexes like that work automatically for phenome extraction during model creation and compiling, or do i have to set up external phenome table in SFM every time? I would love to start using these instead of HL2 FACS during preparing facial flexes for export. (I'm modelling my characters in 3dsmax)
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