Forum: Poser 13


Subject: Creating a viseme map for a different kind of 3rd party figure

chimera46 opened this issue on Nov 27, 2024 ยท 7 posts


chimera46 posted Thu, 28 November 2024 at 12:03 PM

nerd posted at 2:37 AM Thu, 28 November 2024 - #4491701

If you have the last update for P12 you have the new Rhubarb talk engine. P13 has had it for the last several builds.

Talk designer can only control morphs in the head of the figure. You will need a phoneme morph for each of the Rhubarb visemes. There are 8 required morphs.

First here's the support site for the engine that Poser uses. https://github.com/DanielSWolf/rhubarb-lip-sync

The way Rhubarb names the visemes is suuuuuuper confusing. The shapes are named A-H ... BUT  ... "A" is the Mouth P shape. So A is P. B is Th. C is A is Eee. Only when you get to D do you finally find mouthA. Confused yet? I know I was. Fortunately their website has pictures for each of the shapes.

Also Rhubarb is only 8 visemes so it's way easier to setup the morphs. You don't need the 20 plus required for the old system.

The heart of your map file will look something like this:

    <Rhubarb phoneme="A" morph="MouthP" />
    <Rhubarb phoneme="B" morph="MouthTH" />
    <Rhubarb phoneme="C" morph="MouthE" />
    <Rhubarb phoneme="D" morph="MouthA" />
    <Rhubarb phoneme="E" morph="MouthO" />
    <Rhubarb phoneme="F" morph="MouthU" />
    <Rhubarb phoneme="G" morph="MouthF" />
    <Rhubarb phoneme="H" morph="TongueL" />
    <Rhubarb phoneme="X" morph="" />
"X" is the no morph resting state.

You can save your sanity by just using these same morph names as lHomme2 and just copying his VisemeMap XML

P.S. I got so confused by the goofy naming when making LH2 I had to add comments to his XML file to preserve my sanity. I believe they are still in the release version.


Thanks for this I appreciate it and I will give it a shot. I spent the better part of 4 hours last night keyframing about a minute of dialogue syllable by syllable. So, automating that would be a help.

I recall under the older system there was a specific kind of morph that you needed (something about how the morph was created) for it to work in the talk designer. Is that still the case under the new system?

The strong do as they can while the weak do as they must.