I can't find any documentation or tutorials on this. Do people use this tool? If not, how else do you get a character to make a facial expression when it's not saying anything? Is there a set of premade-expressions, or are they all dependent on the face morph?
FaceFX Studio and expressions
Débuté par
Guest_dewkl_*
, juin 03 2010 06:23
#1
Guest_dewkl_*
Posté 03 juin 2010 - 06:23
Guest_dewkl_*
#2
Posté 13 septembre 2010 - 05:58
3 months late but better than never!
I made some video tutorials that can help you get started on working with this program.
http://social.bioware.com/group/2738/
I made some video tutorials that can help you get started on working with this program.
http://social.bioware.com/group/2738/
#3
Posté 15 septembre 2010 - 11:26
Lord Methrid wrote...
3 months late but better than never!
I made some video tutorials that can help you get started on working with this program.
http://social.bioware.com/group/2738/
These videos are terrific, highly recommended. I've spent a very productive morning working with the FaceFX studio, using the tutorials as a guide, and I've saved god knowns how many hours fumbling around trying to figure stuff out.
#4
Posté 13 octobre 2010 - 12:50
Thank you for this!
#5
Posté 09 décembre 2010 - 06:08
Sorry for yet another late reply!! You guys are welcome. It took me an hour fumbling through the help files in Face FX before I had enough knowledge to create those tutorials. I am glad they help cut the learning time for ya's
#6
Posté 09 décembre 2010 - 02:02
Very nice. It's not as confusing as I thought! Some questions, though...
Why are my faces not textured? I have a clown face. And..
Is there a way to import lip syncs while you make expressions? Actually, do you have a tut for lip syncing because I can't find anything.
Why are my faces not textured? I have a clown face. And..
Is there a way to import lip syncs while you make expressions? Actually, do you have a tut for lip syncing because I can't find anything.
#7
Posté 09 décembre 2010 - 08:34
If you add "Animate Face" as action in the cutscene you have to define in the object inspector the fxa override, i.e. "humanmale". More available fxa overrides are listed here in this thread by Lord Methrid and me.
For speak lines no fxa overide is available, then you will only see the 'clown'. To adjust the facial animations by Face Fx the curves have to be released first of the ownership by Analysis (Right click on curve/s > Curve properties).
But actually that is not where you seem to be. These are the possibilities you have in the context of the cutscene editor.
To learn how to generate lip sync the best way will be to follow the wiki conversation tutorial. Lip sync will be generated if you select "Tools > Generate VO". In the conversation editor it is not necessary to "edit Face fx". You can play with the emotion and seam settings and see if you are satisfied with the results which robobrad will generate.
If you will be one time in need of lip movements without voice-over you can try the animation cs_f.lpsync.
Edit: The resource management of speak lines and facial animations with fxa override options is different. So, if I understand your question on import possibilities right the answer is "No".
For speak lines no fxa overide is available, then you will only see the 'clown'. To adjust the facial animations by Face Fx the curves have to be released first of the ownership by Analysis (Right click on curve/s > Curve properties).
But actually that is not where you seem to be. These are the possibilities you have in the context of the cutscene editor.
To learn how to generate lip sync the best way will be to follow the wiki conversation tutorial. Lip sync will be generated if you select "Tools > Generate VO". In the conversation editor it is not necessary to "edit Face fx". You can play with the emotion and seam settings and see if you are satisfied with the results which robobrad will generate.
If you will be one time in need of lip movements without voice-over you can try the animation cs_f.lpsync.
Edit: The resource management of speak lines and facial animations with fxa override options is different. So, if I understand your question on import possibilities right the answer is "No".
Modifié par Yara Cousland, 09 décembre 2010 - 09:08 .
#8
Posté 09 décembre 2010 - 10:05
OK so it seems lipsync can only be generated through the conversation editor, yes? So... what if I want a straightforward cutscene that uses lipsyncing, but I don't want any conversations in it, as in dialouge options, etc.? You know, like that scene of Alistair or Loghain at the end of the game giving a morale speech?
Gah, I think I just need to experiment on my own some more. I'm thinking conversation editing and cutscene editing are two separate entities, but they can't be considering some of the cutscenes I've seen playing Dragon Age.
Gah, I think I just need to experiment on my own some more. I'm thinking conversation editing and cutscene editing are two separate entities, but they can't be considering some of the cutscenes I've seen playing Dragon Age.
#9
Posté 10 décembre 2010 - 11:40
You can use the conversation editor, create a conversation, generate facefx with robobrad, then in your export folder remove the newly generated *fsb and *.fev files (which contain the new audio content) then in the cutscene editor, in the actor's track insert the speakline for your desired actor.
#10
Posté 10 décembre 2010 - 02:38
Huzzah! This is awesome. Hopefully I'll have something done here soon :] Thanks.
#11
Posté 11 décembre 2010 - 10:29
Hm.. what's the best way to backup your projects? I'm in the middle of a decent sized one and would obviously hate to lose it. What files do I need to preserve?
#12
Posté 11 décembre 2010 - 12:19
One way is to create b2bs of the files you are working on, and another way would be to back up your Toolset Database
You can do that by going into your C:...\\Dragon Age\\tools\\DatabaseUtilities\\Backup_Restore
Configure the Config.ini file, and run Backup.bat
You can do that by going into your C:...\\Dragon Age\\tools\\DatabaseUtilities\\Backup_Restore
Configure the Config.ini file, and run Backup.bat
#13
Posté 11 décembre 2010 - 12:40
It says it can't find config.ini even though it's in the same folder as the backup program. I have the toolset and DA on my G: drive. Might that be an issue?
Sorry for the flood of questions ><
Sorry for the flood of questions ><
#14
Posté 11 décembre 2010 - 02:20
you have to set the correct paths and filenames you desire in the config.ini file:
Backup/Restore Config file
[SQL Server Name]
.\\BWDATOOLSET
[Database Name]
bw_dragonage_content
[Path to Directory to Save new Backup files to]
G:\\DABACKUP(or whatever you want to name the folder)\\
[Name of New Backup File]
DABackup10_27_10.bak
[Path to Directory Containing Existing Backup Files]
G:\\DABACKUP\\
[Name of Existing Backup File to Restore]
DABackup001.bak
Backup/Restore Config file
[SQL Server Name]
.\\BWDATOOLSET
[Database Name]
bw_dragonage_content
[Path to Directory to Save new Backup files to]
G:\\DABACKUP(or whatever you want to name the folder)\\
[Name of New Backup File]
DABackup10_27_10.bak
[Path to Directory Containing Existing Backup Files]
G:\\DABACKUP\\
[Name of Existing Backup File to Restore]
DABackup001.bak
#15
Posté 11 décembre 2010 - 09:31
That worked perfectly. Thank you.DahliaLynn wrote...
You can use the conversation editor, create a conversation, generate facefx with robobrad, then in your export folder remove the newly generated *fsb and *.fev files (which contain the new audio content) then in the cutscene editor, in the actor's track insert the speakline for your desired actor.
Dahlia, do you have a way to instant message me? I have a few things I'd like to ask you. If you have Facebook, this is mine: www.facebook.com/profile.php
#16
Posté 12 décembre 2010 - 02:20
Sure, I can send you my Skype name or MSN via PM ..whatever you wish





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