Lip sync

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  08 August 2017
Originally Posted by kromekat: I've worked around the problem,by slicing the audio into 3 parts, which the 32bit mimic could handle, and have imported each version of the character into C4D. I'll simply have to hide and show each of them in sequence to achieve a seamless, single speaking character.

You can also run your first lipsync, bake to the keys to an aniblock.

Then run the second part, bake to another aniblock etc...

And in the end you string the different aniblocks in DAZ and export as one take.
 
  08 August 2017
I started to realise this via some other posts I read. I knew that was its selling point, but I hadn't realised they'd removed the ability to use prerecorded audio! - how shortsighted was that? - remove the improved version of the tech (Mimic Pro), and not simply add to its capabilities in Mimic Live! 😳🙄

im quite impressed with the basic lip sync in DS 32, and certainly from the pint of view of saving literally hours of painful manual syncing on an 11 minute sequence, I'm elated that it works as well as it does!
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12 core Mac Pro / 2x Mac Pro 8-core ATI5770 / ATI4870
MacBookPro i7 2.66Ghz

 
  08 August 2017
Originally Posted by EricM: You can also run your first lipsync, bake to the keys to an aniblock.

Then run the second part, bake to another aniblock etc...

And in the end you string the different aniblocks in DAZ and export as one take.
Aha! - useful to know that, Eric. Thank you!
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12 core Mac Pro / 2x Mac Pro 8-core ATI5770 / ATI4870
MacBookPro i7 2.66Ghz

 
  08 August 2017
Do I need the Animate 2 plugin to be able to bake keyframes into aniblocks? - can't see the functionality and DazStudio as standard!?
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12 core Mac Pro / 2x Mac Pro 8-core ATI5770 / ATI4870
MacBookPro i7 2.66Ghz

 
  08 August 2017
I guess so yes. I've had it for so long I can't remember precisely if if was there by default or not.
 
  08 August 2017
Originally Posted by Kromekat: "I started to realise this via some other posts I read.
I knew that was its selling point, but
I hadn't realised they'd removed the
ability to use prerecorded audio! - how
shortsighted was that? - remove the improved
version of the tech (Mimic Pro), and
not simply add to its capabilities in Mimic Live! "




( Rant warning!!)......
I love the Daz genesis figures
however,the sad truth of the matter is that DAZ inc is only interested
in selling (mostly female) Content to the still image
rendering, Compulsive hoarders
that buy it from their content store.
Not character animators.

All of their useful animation tools are licensed from
third parties, many of whom are no longer even in business apparently.

For example; the reason you do not have the basic mimic
functionality in the 64 bit version of DS is because they do not have the
legal right to recompile & redistribute under their current license.
They added pointless new bones to the limbs of the the G3 models
and destroyed compatibility with their own nonlinear motion system
aniMate 2.

When we few animators complained in the forums ,
they had to admit ,yet again that only the makers of the aniMate 2
plugin,( the defunct company "GoFigure"), had to legal right to update it for Genesis 3.


And for us animators who use external solutions, Like Iclone Pro etc...
Well any BVH files created in external app like Iclone or Autodesk
Motion builder ,using a characterized Genesis 3/8 FBX rig
WILL NOT import back into Daz studio correctly to Genesis 3+
because Daz studio's own BVH importer does not recognize the Genesis 3 rigging.


Then there is their Dynamic cloth engine leased from Optitex.
it works quite well for cloth on moving figures but only
with Cloth meshes provided by optitex and sold through the Daz store.
Optitex has not released any new cloth meshes in several years.

THANKFULLY some clever merchant ,over at the competing
Renderosity/Poser Marketplace, created and sells a scripted/hack that enables us to
convert our own meshes to optitex Cloth and use them with Daz studios Cloth system




However the mere mention of the script "Dyncreator"
is forbidden on any Daz forum and will be promptly deleted
as a TOS violation.

I personally use the genesis 1-2 models and create my own clothing
content in C4D for them to wear in my animation work.
While l I got mimic live at a greatly reduced price
I mostly use the venerable Mimic3 pro suite
as I can export my Genesis 2 figures as poser Cr2 files and create and edit
lipsynch for them in mimic 3 pro and export the animated pose files to apply in DS
before baking to MDD for rendering in C4D.

Last edited by ThreeDDude : 08 August 2017 at 02:45 PM. Reason: spelling
 
  08 August 2017
Nice cloth! - it's a shame with these third party plugins not getting the love and attention they need, because they are fairly unique, and very useful.
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www.kromekat.com

12 core Mac Pro / 2x Mac Pro 8-core ATI5770 / ATI4870
MacBookPro i7 2.66Ghz

 
  08 August 2017
Indeed this is always the problem with adding features
to your Core app via licensing third party add ons
instead building them in natively yourself.

In the short term, it adds nicely to the bullet point
feature list in your marketing materials.
But over time it can create quite the cunundrum
as you update your core app while you may not have the legal
licensing authority to update the third party add ons.

Poser is still shipping the same cloth engine
they leased from "Size8 software" nearly fifteen years ago
for poser 5.
In the case of Daz ,this is preventing them from updating entire programs
to 64 bit because they do not own all of the source code.

This is why there is no 64 bit Bryce,Carrara or Hexagon.
Not that I care about those old apps, but many loyalists are frustrated
by this state of affairs nevertheless.
 
  08 August 2017
I'd love a 64bit Bryce, just to go in and play for nostalgia!
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12 core Mac Pro / 2x Mac Pro 8-core ATI5770 / ATI4870
MacBookPro i7 2.66Ghz

 
  03 March 2018
I figured I'd post this here rather than jumping straight to a new thread, as a few of you who have replied previously might have a solution to my current issue!

I'm trying to utilise the Genesis 1 Basic Child morphs in Cinema 4D with an exported Genesis FBX figure. This is all good and I can use the morphs as expected in terms of the mesh. However, since this IS a morph, unlike in the native Daz environment the joint's don't scale with the mesh morph. Therefore, if I try to rotate a shoulder joint for example, with the joints rig still being at full adult height, the rotations are totally of axis, and not relative to the mesh scale.

How do I scale the joints along with the mesh morph, without needing to trash all of the weighting that came with the figure?

Adam


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12 core Mac Pro / 2x Mac Pro 8-core ATI5770 / ATI4870
MacBookPro i7 2.66Ghz

 
  03 March 2018
In Daz you have a function (quite hidden tbh) to rescale the joints based on the geometry so that they match the new morphs.

So if you do that you'll be able to export the correctly scaled skeletton.

If what you want is morph in C4D from adult to child with the rig, in C4D you must add another posemorph tag (position, rotation) on the adult skeleton hierarchy and add the child skeleton as a morph target (hierarchy mode on) to scale it to child proportions.
 
  03 March 2018
Originally Posted by EricM: In Daz you have a function (quite hidden tbh) to rescale the joints based on the geometry so that they match the new morphs.

So if you do that you'll be able to export the correctly scaled skeletton.

If what you want is morph in C4D from adult to child with the rig, in C4D you must add another posemorph tag (position, rotation) on the adult skeleton hierarchy and add the child skeleton as a morph target (hierarchy mode on) to scale it to child proportions.

Hi Eric,

Thank you! - do you have any more to elaborate on this? I've found the command you referred to, and I've read something about a lock command, but I can't find it - so when I try to export with morphs, the whole rig still scales back up, and remains that way in C4D.
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www.kromekat.com

12 core Mac Pro / 2x Mac Pro 8-core ATI5770 / ATI4870
MacBookPro i7 2.66Ghz

 
  03 March 2018
Yeah so it's actually called "Adjust rigging to Shape" and for future reference, it's there for those wondering :
Joint editor / tools setting panel / options / edit / adjust rigging to shape.

Usually it's useful when you import your own custom external morphs, because Daz own's morphs and commercial ones usually come with the rig adjustment included.

Honestly I havent used it much, but I think I just saved it and it seemed to export the adjusted rig fine. I'll need to have a look at it.

Note : have you tried to save your adjusted rig and morph as "Save as / Support Asset / Morph Asset"?
 
  03 March 2018
I finally found a workaround, but I can't say I am sure 'why' it worked. I loaded in the Genesis Baby morphs as well, and discovered that when I exported this, the mesh came in with the rig at the right scale. What I discovered was that if I set the mix between the 'Basic child' and the 'Baby' morph at something other than 0% or 100%, I was able to export the that version of the genesis figure with the child morph, at roughly the right scale, and make use of the other body morphs, without the whole lot zooming back up to adult scale with the morph. It's clearly something in the settings of the 2 daz rigs, but I can't locate it!

Thanks for your advice though.

Adam
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www.kromekat.com

12 core Mac Pro / 2x Mac Pro 8-core ATI5770 / ATI4870
MacBookPro i7 2.66Ghz

 
  05 May 2018
Hey guys,

Since I have used and perfected this workflow, over the months working on the project that sparked my original post and questions, I thought it would be worth mentioning a couple of workarounds and solutions that I found over time, making my life easier for subsequent iterations of the process.
My original quest was to generate lip-synched versions of Genesis 3 figures from DazStudio, either in DS itself, or once imported into C4D. Thanks to other members here, a couple of solutions were suggested, with the easiest, (and most effective as it turned out) being in the form of a Lip Sync functionality built into the 32bit version of DS itself.

One issue I was having was that some of the voice over audio I needed to generate lip sync for, was longer that DS was able to process This was discovered through trial and error rather than any stated limitation of the lip sync generator (LS hereafter), which doesn't appear to have any real documentation I could find.
I started with a 10 minute file on one occasion, and what I discovered was that I needed to divide my audio files into lengths of about 3-4 minutes max, in order for the LS plugin to function correctly. I also discovered that I needed to reduce from the original 32 or 24bit audio to 16bit, or else the file wouldn't be recognised.

The workflow problem that this caused for me in Cinema 4D, was that since the LS was generating point level animation (PLA) keyframes which i was importing via the FBX file type, I was originally needing to export the same character multiple times with it's own corresponding LS keys. Meaning, that I had multiple character setups (Rig/pose/materials etc) to do on every imported version of the imported character!Plus, it meant that I was having to swap out each one of these characters along the timeline, as their section of the dialogue came up. All doable, but just a bit long winded and tedious having to repeat so many processes.

I asked the question of how I might be able to copy the keyframed LS off of each imported FBX, and simply apply it to just one, pre rigged/posed and setup version of the character, but there was no obvious workaround I could find at the time. However, several iterations on, and through a random query elsewhere, I was reminded of 'Motion Clips'! Using motion clips I was able to simply copy the frames from the imported meshes, and then drop them onto the 'master' copy of any given character without any issues, this saving me a LOT of tedious repetitions!

A quick summary of the process:

1) Import the FBX mesh loaded with the LS keys. (Uncheck textures/materials on import, as it just slows things down, and they aren't needed f you've already set your master character up in C4D)
2) In the timeline key editor, Remove any auto generated position, scale or rotate keyframes on the rig, and then select and 'copy' all the keys generated by the LS plugin (They will be attached to the root joint of the figure - Genesis3Male for example)
3) Back in the Object Manager, make sure the imported figure is selected, and In the 'Animate' menu, select 'Add Motion Clip' (Be sure to include 'PLA')
4) On your master character root, add a 'Motion' tag
5) Back in the timeline, select the motion mode, and you will see a /Motion Source' to the right - this contains all the keys from the the LS etc. You will also see this emotion clip on the imported figure in the motion timeline. What you should also see, since you added a motion tag to it, is the master character.
6) Drag the 'Motion Source' block over to the master character, and then you can happily delete the other imported FBX character, as the LS data should all be on your master character rig!

Hopefully this information might be useful for others using this or similar workflows!

Cheers
Adam
__________________
www.kromekat.com

12 core Mac Pro / 2x Mac Pro 8-core ATI5770 / ATI4870
MacBookPro i7 2.66Ghz

 
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