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materialCharacter Lip Sync Using Lightwave by Eric Strouth |
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By searching through endless websites trying to figure out all the main ingredients to character lip sync, one may find that there isn’t really one main site that can touch on the whole process, beginning to end. In a couple of my projects, I have needed such a website, but really couldn’t find one. But what I have found through tons of experimentation is that there is no right way to do it. Just like anything else in our field, this is an art form and can be done thousands of ways. In this tutorial, I will give you a brief overview of how I worked with lip sync in one of my projects. You will need a basic understanding of Lightwave and its graph editor.
Included are: Alrighty, lets get started!
Modeler |
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Ok, the next step is to actually make the morph. |
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| Here are morphs that you pretty much always will need for the mouth in order to get good results. | ||
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| Once selected, double-click on the Morph Mixer and it will open a box like this Fig.9. This is where morphs a made. On the left is a list of objects and their morphs. Click the object and a hierarchy of morphs will appear. You should see the word (Mouth). If you remember back in Modeler we named everything with the word mouth at the beginning. Now you know why. Ok, so these are the morphs, but we have nothing to morph to unless we have sound. |
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Hopefully you have some pre-recorded .wav files (sound files) that you want the mouth to move to. Always use .wav files and not mp3s because mp3s are lower in quality and I am not sure if Lightwave can import them. Open up the classic scene editor and you will see a tab that says “audio” on it Fig.10. Click it and then Load Audio Fig.11… Open the audio that you wish and it will appear on the timeline in blue Fig.12. If you scrub through the time you will hear the audio, but it may sound a bit choppy. This is ok due to the fact that you are controlling the playback time with your hand and not the computer. It is basically only a reference for what you need to be listening to. |
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Now go back into the morph mixer like you were in before and check out what it has to offer Fig.13. Mainly just experiment and learn on your own. This is the best way to learn. But here is what everything means. You can see all of your sliders and their ranges. By default they are –100% to 100%. –100% allows you to completely go in the opposite direction of which you made the morph for, which may seem a bit odd, but I can tell you that there are instances where you may need this. And 100% will make the morph exactly how you modeled it in Modeler. The blue buttons with the K on them mean Key. If you want to make a keyframe or take a keyframe away at a certain time just press this button. There are some cool little grouping options at the bottom left of the panel, but I am not going to get into those. They don’t matter for this. And finally in this panel are the white buttons which I circled one of them. They mean envelope, which means the animator’s Heaven… |
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The Graph Editor So, click on that white E and open the graph editor. It should look something like this Fig.14. Down in the channels box you should see the object or object layer that you are working on. Click on the little white triangle to open up the hierarchy. Scroll down to the word (mouth) and double-click it. Now the panel should look like this with all of the mouth morphs in the upper bin Fig.15. |
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| Working Efficiently It is important to emphasize that simple is better in this case. In one line of dialog from an animation you can see that this is actually a pretty simple set of splines Fig.16. The dialog says, “Oh God, I’m so nervous. This is six syllables long, which is pretty simple too. When I first started working with lip syncing about 2 years back, I basically wanted to use every morph that I made in modeler in each word of dialog. It is easy to do if you are listening to all of the sounds within a word. But, it is just not practical especially when a word is said so fast that nobody could even appreciate the work that you put into that word. Not even you! Keep it simple. The best piece of advice would be to buy a circular 6” mirror with a stand so that you can stare aimlessly at yourself while you work. It’s really so much fun. It is amazing what kind of faces you can make after working on a sentence of dialog for an hour! But really, go buy one. Do it. Do it. The best reference for speech is yourself and if you are not making yourself available, you have lost the point. Also, watch animated movies, especially from Pixar or Dreamworks. Pixar puts some great emotion into their mouth movements and you can see that even though the dialog may seem demanding, the animation is still simple and gets the point across. With all the other emotion and movement in the character, we as viewer just believe that it is perfect. Well, it pretty much is, but you get the point. |
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| Graph Editor Splines In Fig.16 look at how the splines are constructed. For the most part, as one comes down another comes up simultaneously. They may criss-cross a bit, which is good for blending mouth movements. Also, the point at which each ends at 0%, make the tension on it 1. Do this unless there is an abrupt stoppage in the dialog and you want a quick exit out of a movement. It will make your mouth flow better. More flowage is good. Flowage. Yep. Also, remember that you don’t have to make every morph go all the way up to 100%. This can make your character look like a robot and less sensitive to its own voice. When it comes down to it, experiment with each mouth movement and see what it has to offer. A lot of times you might need a specific mouth shape but cannot achieve it with what you have made as morphs. You can always go back in and make new morphs or change what you have. Something that is pretty nifty is combining morphs within the graph editor by drawing spines of different morphs on top of each other. This can give you random results but you will get the feel of how to make new morphs out of combinations. |
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| Conclusion Like I said before, this is not something that can be done easily with great results. It is something that takes time to get good at. I am still working on getting better at it. I believe that lip-syncing is an art form and can convey tons of emotion when done right. You can give two people the same sentence of dialog with the same character and get completely different results, mostly because of style, execution, and eye for timing and emotion. Happy Animating! |
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