Faceposer Guide Part 2

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Faceposer Guide Part 2

Postby Tutorial on Wed Jan 14, 2009 1:31 am

category
General Half-Life 2/Scripting

description
Adding a soundscript and lip syncing the wav file.

keywords
face, poser, faceposer, guide, part 2.

Tutorial Description

In this Tutorial, you'll learn about :

  • New Wav : Add a Soundscript to your "dialog" channel
  • Lips Synchronization : Synchronize the movement of the lips with the Wav file

Requirements :
- Adding custom voice files
- Faceposer (1/5) : Setting up the workspace

New Wav

Our first and easy step

1) Right click on the timeline of our "dialog" channel > New Wav...
Image

2) Select your Soundscript, name it and press "OK"
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Note : If you don't know what I'm talking about when I say "Soundscript", make sure you've been through my previous tutorial Adding custom voice files


Lips Synchronization

Lips synchronization works by associating what we call "phonemes" to each syllable of the Sound.
A phoneme correspond to a specific movement of the lips, which linked together with other phonemes makes your NPC "speak" the sentences
And when you see that, you'll feel great satisfaction. I promise


1) Select your Sound, then double click on the "Phoneme Editor" tab, in the bottom left of the window
Image

2) A new window with the spectrum of your Sound appears
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Now, we'll split the work in 3 parts :
- synchronize words with the sound
- create phonemes for each words
- synchronize phonemes with the sound

Synchronize Words with the sound

1) Press the "Re-Extract" button, a window appears
Image

2) Write down all words spoken in the Sound

Note : Here, no need for punctuation, all that interrests us are the words that are spoken.
Image

3) Sometimes, Faceposer automatically creates and synchronizes phonemes for the words inserted.
Forget about this, it's just crap.

Note : If you do have phonemes proposed by Faceposer :
- Right Click on the Sound > Cleanup words/phoneme
Image

Now your workspace should look like this :
Image

4) Time now to synchronize our words with the sound
Understand : Put them at the right place.

Note : How to manipulate the words (select it first with Left Click) :

    a) Move left / right
    SHIFT + Left Click on the word

    b) Widen / Shrink
    CTRL + Left Click on the border of the word

    c) Unselect a word
    Left Click right above the words

    d) Separate two words
    - Select the word on the right (Left Click)
    - Right Click on it > Select All Words After...
    Image
    - SHIFT + Left Click > Move mouse to the right, to move all words
    Image
Note : In a normal spoken sentence, you don't need to seperate two words. Do this only when you have a clear and audible blank between two of them.

Now that you know how to manipulate the words, move around the green time cursor to know exactly where the intersection between two words lie.
Image

Make sure each word is synchronized exactly with its spoken word.
Take the time to do this, it's the base of the upcoming work. If you're not precise at this point, the rest won't be precise either.
This is what my sound looks like :
Image

5) When it's done, Click on the "Save" button
Image


Create phonemes for each words

To see what a specific phoneme looks like, you can open the tool tab "Expressions"
Image
As you click on one expression, you model in the 3D view will show you how it looks like.

Now that you know what every phoneme looks like, let's get back to our "Phoneme Editor" tab.

1) Select a word

2) Right Click on this word > Add Phoneme to 'word'
Image

2)Select all phonemes needed in the word, then press OK
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Note : Because you have previously synchronized the words, the phonemes now automaticaly adapt to the size of the word.

3) Check your freshly added phonemes on the 3D model
It's a little bit tricky to have the correct phonemes for our words, so you better check them out after you choosed them. Move with the time cursor to do that. At this point, don't worry about phonemes synchronization with the sound, we'll worry about that later.
Image

Note : If you're not happy with one of them :

    a) Select a phoneme
    b) Right Click on it > Edit 'phoneme'
    Image

    c) Select the new one

Tip : If you want to add more phonemes to a word that already has phonemes assigned, you better delete all existing phonemes for that word, and recreate the phonemes for you word.

Do that for every words now, and don't worry about the synchronization of these phonemes. That's our next step.

Here's how it should look like :
Image

4) Save your work


Synchronize phonemes

The movement of the lips might not be (and certainly won't be) synchronized yet, so let's do this, as we did it with the words previously.

1) Listen to each syllable of the sound with the time cursor

2) Compare the syllable of the sound to the phonemes you've just created

3) If it's not synchronized, widen / shrink the phonemes

4) Do that for each phoneme

5) When you're done, press "SPACE" to play the sound, check for the movement of the lips of your model in the 3D View

Tip : Now that's the most accurate way of doing this. But obviously, it takes time.
If you don't want to spend too much time on this (and thus accept not to have a perfect synchronization), on step 2), here right above, you can just compare the movement of the lips of your 3D model with the sound and see if it looks good enough.
Some scene, that take place during combat for example, don't need to much polishing since the player probably won't be paying too much attention to the talking NPC. On the opposite, if the player is alone in a room with a talking NPC, the player will certainly focus on the NPC only. That's when Lips Synchronization should be perfectly accurate.

Here's the final result :
Image
See, all phonemes in one word don't have the same size. They are synchronized to each syllable of my sound.

That's it guys !
Now that was a very big part of scene creation. If you've done that, first, you can be proud of you. Second, you did almost half of the work on your scene. The other steps go way faster, you'll see in the next tutorials.

Until then, enjoy and have fun !

Cheers

Kyl'
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Re: Faceposer Guide Part 2

Postby stoopdapoop on Wed Jan 21, 2009 2:33 pm

lookin' good kyl' Soon I'll need to load up faceposer, and these'll be the first (and maybe only) tutorials I'll look at.
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Re: Faceposer Guide Part 2

Postby Kyl' on Thu Jan 22, 2009 4:28 pm

Don't hesitate to let us know if you have questions :)
I'll be around here !
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Re: Faceposer Guide Part 2

Postby Mess on Thu Jan 22, 2009 4:38 pm

These tutorials are fantastic Kyl, when you've written them all this will definitely be one of the best resources for FacePoser on the internet!
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Re: Faceposer Guide Part 2

Postby hodg9740 on Wed Feb 18, 2009 6:43 pm

Do you have any other tutorials on how to incorporate what we've done here into hammer?
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Re: Faceposer Guide Part 2

Postby korge on Wed Feb 18, 2009 8:04 pm

A guy I knows written up a full resource guide on making faceposer scenes and in fact worked with machinima before.

This is pretty close to awesumness.

Nice work.
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Re: Faceposer Guide Part 2

Postby hodg9740 on Wed Feb 18, 2009 8:40 pm

That's great to hear? Any idea where I can find said tutorial?
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Re: Faceposer Guide Part 2

Postby Kyl' on Sat Feb 21, 2009 10:59 am

Actually, you don't really need a tutorial on this, since it's pretty easy to use your scenes in Hammer.
You'll need only one entity : logic_choreographed_scene

You just specify the name of the scene (which should be in the "scenes" folder), and you launch it with the "Start" input. Maybe first make a little test map with just a scene and one or two NPC's and see the result :)

Cheers mate !
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Re: Faceposer Guide Part 2

Postby Mess on Sat Feb 21, 2009 11:41 am

when are the next tutorials coming kyl?
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Re: Faceposer Guide Part 2

Postby hodg9740 on Sun Feb 22, 2009 7:10 pm

*sigh* one propblem after another...probably something stupid but for the life of me I can't figure it out. When I try incorperating the .vcd into the hammer editor, and then compile the map I get an error saying something about 'Failed to Load Game UI'.

Again, I've set up Hammer to load Unsung when it starts.
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Re: Faceposer Guide Part 2

Postby Kyl' on Sun Feb 22, 2009 7:15 pm

Mess wrote:when are the next tutorials coming kyl?

Ahah :-)
Well... I still have them somewhere in a part of my mind, I just need to get the time to write them down :-)
I will, I will, once I'm done with matters of higher importance !

As for your problem, hodg9740. Don't launch the game from Hammer, just compile it. Rather launch your game, bring in the console and load your map from there with the "map mymapname" command.

Cheers ;-)
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Re: Faceposer Guide Part 2

Postby fitrox on Mon Feb 23, 2009 12:54 am

Another good job. This tutorial turns the faceposer so easy to use.

Thanks!
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Re: Faceposer Guide Part 2

Postby hodg9740 on Mon Feb 23, 2009 10:30 pm

*sigh* curse my Noobdom, I'm beginning to think adding voices is more trouble than its worth.

So here's the situation, I have a feeling I'm having similar problems as I've had with my original issue with integrating voices:

When I try compiling and playing my map in hammer using 'Unsung' as the starting program, it cannot load the Game UI.

When I tried compiling and playing my map in hammer as an Orange Box game, it said the .vcd file had gone missing.

When I try loading my mod directly from steam the game says that it cannot load the library client.

All of this seems to indicate that I need to setup some sort of starting menu/protocol, but I have no idea how, and I can't seem to find any tutorials on the topic. Thoughts?
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Re: Faceposer Guide Part 2

Postby Kyl' on Sat Feb 28, 2009 11:33 am

hodg9740 wrote:When I try loading my mod directly from steam the game says that it cannot load the library client.


Poor man :-)
All you need to do, is launch your Episode 2 once (or Half-Life², not sure anymore) for all DLL's to be created.
Afterward, you'll be able to launch your mod from Steam ;-)
The Valve Dev Community site says : "it also occurs if you do not mount (= gamepath) the folder 'sourcetest' in gameinfo.txt if you are using appid 215".
When you're having trouble with an error message, type it in Google. You can be sure you're not the first one to face such a problem.

It's actually normal you can't find the VCD when launching your map with Orange Box : Episode 2 properties, since the game is looking in the Episode 2 "scenes" folder for your file, not in Unsung's "scenes" folder.

Don't you worry, with all the trouble, you'll start to understand it all, little by little, trouble after trouble ;-) Perseverence and motivation are some of your best allies !

Cheers ;-)
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Re: Faceposer Guide Part 2

Postby hodg9740 on Sat Feb 28, 2009 9:07 pm

Kyl, you've been so helpful over the last couple weeks, and its because of this helpfulness that I'm going to ask you to bear with me just a little bit longer.

I tried your suggestion of opening Ep2 then Unsung, and I got the same 'could not load library client' error. I feel like I'm missing one critical peice of information, so I am entreating your thoughts.

First: it seems to me that I need to run some sort of set-up process in order for the 'unsung' mod to actually know which maps to run and in what order (plus, you know, a player start menu and such). I've yet to find any sort of tutorial that explains how to do this, and my 'Modding Half-Life 2: For Dummies' book is offering bubkis for help.

I realize that your life cannot be devoted to helping me, so if you could point me in the right direction if you don't want to explain this to me outright, I'd be most appreciative.

Maybe when I'm done with my Mod, I can write the 'Drooling Idiot's Guide to Source Modding'.
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