custom voice and lip files

Post » Tue Nov 20, 2012 5:46 am

How do you do to generate correct lipfiles from the voice files that ur actors send to you?

I mean if i have a good wav file I want to use how I do to use instead of Recording my own voice ? Ok you can say I can replace after my voice with the actor's but then the lipfiles generated aren't good , I even tried to yell and pause in the mic but the lipsing is totally unsyncd and actually the npc stays most of the time with mouth shout even when there is speech going on , so is there any tutorial on the process of using custom voice actors made files , generate lipfiles that match the speech etc?
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Jeffrey Lawson
 
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Post » Tue Nov 20, 2012 8:02 pm

If you have a good wav file, then rename it to what the info expects it to be, in the location that the info expects it to be, then highlight the voice type and press the button to generate the lip.
Make sure the wav is mono, 16bit, 44100Hz beforehand.
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liz barnes
 
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Post » Tue Nov 20, 2012 12:08 pm

the button to generate lip files is grayed out untill I press record , and if I press record it generate lips on my voice , that ends anyway in no lip moves at all ...
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Timara White
 
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Post » Tue Nov 20, 2012 10:32 am

Select the voicetype in the list, and click 'From Wave' THEN the button will light up.

Alternatively, if you have like 2000 lip files to make (More than like... 50) make sure all the wave files are in the right place, then click "Gameplay > Facial Animation" and click Yes. The CK will regenerate lip files for any dialogue line loaded into the CK (Including Skyrim.esm) that has a valid wave file (So, assuming you haven't extracted/converted/etc, no longer including Skyrim.esm and only your mod).

Warning: This takes about 30 minutes, but you don't have to do anything at all. So it saves you the effort of by hand generating a giant pile of lip files.

You can then convert and pack the lip and wav (Converted to xwm) into a fuz file, which is like 1/15 the size of a loose wave+lip.
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Richard Dixon
 
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Post » Tue Nov 20, 2012 12:48 pm

What Alexander said. If you have the proper conditions set there should only be one line in the list. If you click to highlight that and the wave file is in the right folder the lip file button will become enabled.

I did this with hundreds of voice files for Viconia.
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Bee Baby
 
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Post » Tue Nov 20, 2012 8:45 am

When I click generate it does nothing no lip file is generated , when I press save it overwrites ( as it says ) the already present in the folder wav , but nothingelse ....


http://img32.imageshack.us/img32/8456/speechw.jpg ...

Also it says wmf or somethling like that how should I convert it to fuz after? Anyway without lip file generation working I am stuck .
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Heather M
 
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Post » Tue Nov 20, 2012 5:48 am

Btw My wae is 44100 Mhz 32 bit and stereo , I can preview it fine in the CK and so hear the speech in it , but it doesn't generate lips is it anything related with the higher quality ? Should I change into a mono , 16 bit ?
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Trevi
 
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Post » Tue Nov 20, 2012 7:13 am

Ok I have converted t mono and it seems now it does generate the lip files , now I am going to check how do they look ....

Edit: ok the Lip file is generated by a mono track but , the NPC doesn't moves lips at all if not very very rarely once in while , more like a yawn than a speech ... so how can I fix that?

Edit2: I tried to convert it to a 16 mono too but the result is the same ...

so so far results are a mono trace is recognized for generation of the lip files

the results of the lip files are inconsistent with the speech and lips don't move

Converting to a 16 bit didn't make any change ...
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Angelina Mayo
 
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Post » Tue Nov 20, 2012 5:50 am

any idea why my lip file doesn't make move lips to actor?
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Marcia Renton
 
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Post » Tue Nov 20, 2012 5:11 pm

Is your audio clear? Lip generation is based off both the subtitles you have typed in, and the waveform of the audio itself. Poor audio quality, background noise, and other noises in the audio will mess up generation, as the software wont be able to tell where words are.

And yeah, like we said, make sure it's 16bit Mono-channel or else the software wont generate a lip for it.

As for making it into fuz, follow this tutorial: http://www.creationkit.com/How_to_generate_voice_files_by_batch

Except skip the batch line about generating lip files. It doesn't work, so generate manually or in the CK before running the batch.
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maya papps
 
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Post » Tue Nov 20, 2012 12:06 pm

I have not typed in any line apart hello , so it doesn't correspond to the speech , is that needed?
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Kitana Lucas
 
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Post » Tue Nov 20, 2012 9:52 am

... Yes... It generates based off what you have typed in, that's why your person only moves their mouth once. They are simply mouthing "Hello."
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glot
 
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Post » Tue Nov 20, 2012 10:28 am

Yes, it uses the typed text too.

lol, ninjd by AJV :ninja:
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trisha punch
 
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Post » Tue Nov 20, 2012 9:41 pm

LOL why this wasn't written in any tut? now it works thanks ...
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Sophie Morrell
 
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Post » Tue Nov 20, 2012 10:10 pm

Probably becauase people figure it's fairly obvious that text based facial animation requires text. :P
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George PUluse
 
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Post » Tue Nov 20, 2012 10:01 pm

yeh but I always try to do unconventional things , likehaving a lip syncd on a speech that is on a music but since I can't place the music and sync togehter I had to extract the voice , that done I didn't need the player to hear the speech ingame but just record for my own purpouses lol ...
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Kirsty Collins
 
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Post » Tue Nov 20, 2012 2:59 pm

You can have music and lipsynch work together. I have several bard songs where the bard singing and the instrument playing are in the same audio file, and his lipsynch still works great.
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brandon frier
 
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Post » Tue Nov 20, 2012 6:00 am

yes but what I need is not in the music is for an intro that is not actually game footage ... well I guess is just something weird I am tryng hoping it comes out good ...
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Anthony Diaz
 
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