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Subject: LIPSYNC FOR DON AND JUDY


guillont ( ) posted Fri, 11 November 2016 at 9:57 PM · edited Wed, 08 January 2025 at 1:52 PM

dEAR FORUM COM: THIS LINE IS TO KNOW HOW TO LIPSYNC OR VISEME FOR DON AND JUDY FIGURES. I LOVE THIS TOW FIGURES WELL DONE. I LOOKED IN VISEME FOR FIGURES THAT SHOWS IN POSER 12 BUT DO NOT FIND DON AND JUDY.PLEASE ADVISE HOW TO WORK ON IT. I APPRECIATE IT VERY MUCH.

THANKS


KristiS ( ) posted Sat, 12 November 2016 at 1:01 PM

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guillont ( ) posted Sat, 10 December 2016 at 1:01 PM · edited Sat, 10 December 2016 at 1:05 PM

HI EVERY ONE HAPPY HOLYDAY SEASONS FOR ALL OF YOU. HOPE YEAR 2017 BRINGS YOU HAPPINESS AND GOOD HEALTH.

WELL I AM STILL LOOKING LIPSYNC FOR DON AND JUDY. WHY? THEY ARE GOOD FIGURES AND FACES, TO USE FOR ANIMATION OR TALK FIGURES, THEY ARE WELL DONE, I LIKE VERY MUCH THAN OTHER FIGURES SHOWN IN POSER.

PLEASE ONCE AGAIN ADVISE ME THE BEST SIMPLE WAY TO BRING THIS FIGURES IN LIPSYNC ANIMATION. THANKS VERY MUCH IN ADVANCE FOR YOU ATTENTION.


3dstories ( ) posted Sat, 10 December 2016 at 4:46 PM · edited Sat, 10 December 2016 at 4:52 PM

I believe the Don & Judy Characters came out with Poser 5 which was about 2003. For their time they were very well done. But I think they were before Lipsynch was built in to characters. Software for lipsycnch began about that time but was separate until it was built in to Poser 7, which was formally released around December of 2006.

Don and Judy, I believe were designed to share some texture maps with Daz's Vicky 1 and Michael 1 which may be of some help if you can find a software for them. It implies some similarity of figure construction.

Here is a brief history of Poser/Daz Lipsynch: https://www.youtube.com/watch?v=6lUR3ckegBI

I also found this, below, which is not too helpful except that it seems to show that lipsynch for the early characters may be possible: https://www.youtube.com/watch?v=J1kgU430NQE


parkdalegardener ( ) posted Thu, 22 December 2016 at 6:32 AM

Any character can be lipsynched, even rocks. Please try searching the regular Poser forum. I have posted the method many times here, Hivewire, PFD and others.

I just looked at Don while typing this and see that he has all the phonemes already. All you have to do is use an existing .xml like Alyson's and point it at Don's phonemes.



consumer573 ( ) posted Mon, 02 January 2017 at 9:27 AM · edited Mon, 02 January 2017 at 9:35 AM

parkdalegardener posted at 10:20AM Mon, 02 January 2017 - #4293233

Any character can be lipsynched, even rocks. Please try searching the regular Poser forum. I have posted the method many times here, Hivewire, PFD and others.

I just looked at Don while typing this and see that he has all the phonemes already. All you have to do is use an existing .xml like Alyson's and point it at Don's phonemes.

You made me really smile with the thought of 'lipsynched rocks' (I now have this vision of happy rocks contorting and singing and bouncing). Although I didn't start with a 'dog in this quest', I'm now curious how you would lipsynch Don via your quick comment and th xml. I searched on 'Lipsynch' and your avatar (parkdalegardener) name here at rendo and a couple of other things.

I got nada. I tend not to have too much luck here at Rendo with searches; they don't seem to be very easy or thorough in general. I'm also not at all familiar with PFD.

There's also several Poser forum threads, not just one. So, not sure which one the 'Regular Poser Forum' is exactly.

Might you have a link to one of your explanations?



parkdalegardener ( ) posted Mon, 02 January 2017 at 5:54 PM

OK; Sorry I haven't seen this earlier. I don't always get notifications from here.

In order to keep my sanity using the Rendo search, I've done a quick copy/paste from a thread on making Genesis Visemes for Poser. It's behind a wall. The forum requires a free log in and I forget the rules on linking stuff to here so this missive may be a bit disjointed as I chopped a lot of forum chatter and answers to questions from this grab. I did do a tutorial on how to make and rig a figure from scratch that can be animated to talk. It applies to the rock.

We are going to learn how to make the XML files Poser's Talk Designer needs to do lip sync animation. I've written this stuff before but it's scattered around in various threads. It's really very simple. As I mentioned above, all Talk Designer does is drive facial morphs based on speech phonemes.

Phonemes are the basic sounds of human speech. There are a limited number and it doesn't matter what language you speak. They are all the same. "Baby talk." The noises that an infant makes are the basic phonemes of speech and language is learned by having a parent reinforce the ones that correspond to their language. That means that you can write the xml so the character's lips always sync no matter what the language used

A VisemeMap is the xml file that tells Talk Designer:

  1. The name of the figure it is for.
  2. The internal names of the head and each eye.
  3. Which phoneme morph to drive.
  4. Fine tuning for the head and eyes. and lastly:
  5. Which face files to use for emotional impact. Fear, Anger; and so on.

We will disect Alyson's VisemeMap file to show each of these sections. If you have Poser, you have Alyson's map.

We'll do this in the next post. I've got a plane to catch. pdg

Lots cut out

And just in case everyone thought I'd forgotten. Diminished capacity and all ; I did. Here we go:

<?xml version="1.0"?> ~~~ lots of lines deleted ~~~
<Interpolation  spline="1" dropOffTime="0.15" />
<Blink  morph="Blink" openValue="0.0" closeValue="1.0" closingTime="0.167" closedTime="0.034" openingTime="0.134" />
<HeadBendParm  parmName="Bend" maxValue="-0.5" minValue="1.0" energyThreshold="7" minimumInterval="0.12"/>
<HeadSideParm  parmName="Side-Side" maxValue="-0.3" minValue="0.3" interval="0.07" />
<EyeSideParm  parmName="Side-Side" maxValue="5.0" minValue="-5.0" forerun="0.1" minimumInterval="0.8" toSideTime="0.1" staySideTime="0.7" backToNeutralTime="0.1"/>
<EyeUpDownParm  parmName="Up-Down" maxValue="5.0" minValue="-5.0" forerun="0.01" />
<EyebrowParm  morph="BrowUp" maxValue="0.3" minValue="0.0" />

<Emotion name="Anger" file=":Runtime:LipSync:Face:Alyson:Alyson Anger.fcz"/>
<Emotion name="Disgust" file=":Runtime:LipSync:Face:Alyson:Alyson Disgust.fcz"/>
<Emotion name="Fear" file=":Runtime:LipSync:Face:Alyson:Alyson Fear.fcz"/>
<Emotion name="Joy" file=":Runtime:LipSync:Face:Alyson:Alyson Joy.fcz"/>
<Emotion name="Sadness" file=":Runtime:LipSync:Face:Alyson:Alyson Sad.fcz"/>
<Emotion name="Surprise" file=":Runtime:LipSync:Face:Alyson:Alyson Surprise.fcz"/>


This is the Alyson viseme map. I've chopped a lot of the lines from it for brevity sake. We'll take each section and explain what it is and does. By the time we are done you will know how to make any figure talk in Poser. Doesn't matter what it is or which company or person made it. If the figure works in Poser then we can make it talk. Over the years I've done the "Heavies" series of animals, Mil Dragon 1 and 2, A car for a cartoon take off of an old American tv show, My Mother the Car; and a donkey to do a Francis The Talking Mule take off; and the Poser horse of course.

Each XML file has 5 parts as I have mentioned above. They are pretty self explainatory but let's look at each section one at a time.

<?xml version="1.0"?>

This is the first section. It tells you, the user; the name of the character the file is for. If we were making this file for UGH by D3D then we would replace figureName="Alyson" with figureName="Ugh".

If we were doing this file so that Ugh spoke German, we would change language="English" to language="German". This is for the user's benefit. Poser doesn't care what the language is.

subLanguage="US" This is the dictionary Poser uses to match phonetics when using typing the text that matches your audio file. The phonetic dictionaries in Poser are editable and you can have as many as you like. They just need to be the one pointed to by the xml file. That allows you to have your characters lips sync with special sounds that are not usually found in English.


This is the second section. It assures that the figure you are animating in Talk Designer actually moves. Because different figures may have different internal names for the head and each eye; this line exists to ensure compatibility with the figure you use. You can check the internal name (the name Poser really uses) of the head and each eye by clicking on them and accessing the properties tab. These internal names are usually the names assigned to the obj file when they were created or grouped.

~~~ lots of lines deleted ~~~

These lines are the majority of the file and the ones that drive the facial expressions. If we have a set of phoneme morphs for our figure this is an easy section to work with. Each phoneme will have a corresponding morph and we just make sure that the internal name of the morph corresponds with the correct phoneme. In the lines shown above the only thing that would change with different figures is morph="?" where the ? is replaced by the internal name of the morph you want to activate a given phoneme. The phonemes never change. They are a fixed part of speech. Only the morphs that a phoneme drives will ever change.

If you do not have a set of phoneme morphs one need not fear. These morphs are the mouth and tongue shapes made when you talk. You can make your own morphs and link them to the phoneme of choice. If you do not have the phoneme morphs or the skill to make your own do not fear. Just hook the phonemes up to open/close mouth morphs and maybe a few smile morphs as well. If you do not have a morph to drive a phoneme just delete the entire line from the file. There is a minimum of one phoneme definition per file but I would recommend you leave in a couple to drive what ever morphs you may have. The more phonemes, the more life like the speech.


This fourth section is a fine tuning section. Talk Designer will add in eye blinks and random head motions to make your speech more life like. If you find that the character you are using is moving too far to the extreams, or maybe you want them to move a bit more; then this is where the fine tuning of the head and eyes takes place. Modify message

The final section. The emotions. These are face files that you link Talk Designer to to fine tune your figures spoken words.fcz is just a compressed fc2. A face file. You can make your own facial pose and save it to the Face Room. You can buy a set of facial emotions. Some may have come with your figure. Just link these emotions to face files of the proper name such as Joy.fcz or Joy.fc2. Spelling matters.

Save the file with a name you can find, and you are done. You have made a Talk Designer xml file that will allow the figure of your choice to be 100% compatabile with Poser's Talk Designer. No matter who made the figure. If you cam move it in Poser then it can talk in Poser. Even Genesis.

Hope this helps.



parkdalegardener ( ) posted Tue, 03 January 2017 at 6:50 AM

I just read over this and see that not all the stuff was grabbed when I copied this over last night but it is more than enough to show you what you need to do. If RDNA is still up you can find the complete tutorial there. PFDLives has more than one tutorial by me on this subject. The above was grabbed from there and like I said. I had complete tutorials here at one point but the Forum changes over the years have rendered many of my old bookmarks for here useless. I will answer questions here if you have them.



wheatpenny ( ) posted Tue, 03 January 2017 at 10:04 PM · edited Tue, 03 January 2017 at 10:06 PM
Site Admin

@consumer573, there is one Forum called simply "Poser" (it's in the dropdown; scroll down past the Poser tech forums all the way down to the software section).

Here is a link to the Poser Forum.




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