POV-Ray : Newsgroups : povray.binaries.animations : Re: Talking Character w/sound (715 Kb b.u.) Server Time
5 Nov 2024 09:23:20 EST (-0500)
  Re: Talking Character w/sound (715 Kb b.u.) (Message 1 to 4 of 4)  
From: Remco de Korte
Subject: Re: Talking Character w/sound (715 Kb b.u.)
Date: 3 Jan 2000 07:22:59
Message: <38709424.64E0AD67@xs4all.nl>
Very convincing!
Did you synchronize it frame by frame (or vowel by vowel) or put the
phrase in the POV-source somehow?

Remco


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From: Wayne Gordon
Subject: Re: Talking Character w/sound (715 Kb b.u.)
Date: 3 Jan 2000 09:12:35
Message: <3870AD94.A22948C9@flash.net>
Remco de Korte wrote:

> Very convincing!

Except for the word "soon", anyway. Needs some tweaking.

> Did you synchronize it frame by frame (or vowel by vowel) or put the
> phrase in the POV-source somehow?

I just keyframed to certain sounds at certain points of time.
The clock is set to run from 0 to 2.25, the length of the animation
in seconds. The first "s" sound is at .07, the "o" is at .085, the
"n" at .10... making the word "soon" etc. The keyframes are coded
in as an inc file, and I do a lot of touching my own mouth as I speak
the phrase to figure out which clockmod style to move from
sound to sound.

#declare upper_mouth_setting =
(From (0, upper_jaw_rest) // resting phoneme
Using ("A",1,1,"")//accelerate to next phoneme
To (.07, upper_jaw_hc)//hard consonant (for "s")
Using ("A",1,1,"")//accelerate again
To (.085, upper_jaw_u)//to "u" sound (for"oo")
Using ("A",1,1,"")//accelerate again
To (.10, upper_jaw_hc)//to hard consonant (for "n")

And so on.....Thank God for Colefax! I'd eventually
like to have all aspects of the character's movement
done this way, so he could easily be set to go from
a standing position, to walking, to running, etc. while
talking and gesticulating, whatever I want. Much more
work to be done, alas.


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From: Wayne Gordon
Subject: Re: Talking Character w/sound (715 Kb b.u.)
Date: 3 Jan 2000 09:17:36
Message: <3870AEC1.714D5714@flash.net>
DOH!!!!

Screwed it up....should be...

> #declare upper_mouth_setting =
> (From (0, upper_jaw_rest) // resting phoneme
> Using ("A",1,1,"")//accelerate to next phoneme
> To (.07, upper_jaw_hc)//hard consonant (for "t")
> Using ("A",1,1,"")//accelerate again
> To (.085, upper_jaw_u)//to "u" sound (for"oo")
> Using ("A",1,1,"")//accelerate again
> To (.10, upper_jaw_hc)//to hard consonant (for "d")

Thus making the first syllable of the word "today". It's early.
I need coffee, obviously.


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From: Remco de Korte
Subject: Re: Talking Character w/sound (715 Kb b.u.)
Date: 3 Jan 2000 12:43:54
Message: <3870DF5C.C7B968FC@xs4all.nl>
Wayne Gordon wrote:
> 
> Remco de Korte wrote:
> 
> > Very convincing!
> 
> Except for the word "soon", anyway. Needs some tweaking.
> 
> > Did you synchronize it frame by frame (or vowel by vowel) or put the
> > phrase in the POV-source somehow?
> 
> I just keyframed to certain sounds at certain points of time.
> The clock is set to run from 0 to 2.25, the length of the animation
> in seconds. The first "s" sound is at .07, the "o" is at .085, the
> "n" at .10... making the word "soon" etc. The keyframes are coded
> in as an inc file, and I do a lot of touching my own mouth as I speak
> the phrase to figure out which clockmod style to move from
> sound to sound.
> 
> #declare upper_mouth_setting =
> (From (0, upper_jaw_rest) // resting phoneme
> Using ("A",1,1,"")//accelerate to next phoneme
> To (.07, upper_jaw_hc)//hard consonant (for "s")
> Using ("A",1,1,"")//accelerate again
> To (.085, upper_jaw_u)//to "u" sound (for"oo")
> Using ("A",1,1,"")//accelerate again
> To (.10, upper_jaw_hc)//to hard consonant (for "n")
> 
> And so on.....Thank God for Colefax! I'd eventually
> like to have all aspects of the character's movement
> done this way, so he could easily be set to go from
> a standing position, to walking, to running, etc. while
> talking and gesticulating, whatever I want. Much more
> work to be done, alas.

So, you won't have him reading the news every day I guess...

Good job.

Remco


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