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How to use VO and then FaceFX, but not getting the VO sound ingame?


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17 réponses à ce sujet

#1
freddern

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So, I want the lips to move ingame, but I dont need the fake generated voices ingame. How do I do this?

:(

#2
Erenz

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Generate VO, generate FaceFX, find & delete conversation_name.fsb and conversation_name.fev from "C:\\\\Users\\\\username\\\\Documents\\\\BioWare\\\\Dragon Age\\\\AddIns\\\\modulename\\\\core\\\\override\\\\toolsetexport" folder.

Modifié par Erenz, 22 novembre 2009 - 06:10 .


#3
Sevenar

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You must also put .wav files (PCM, 24,000 sampling rate, 16-bit mono only) in the \\Documents\\BioWare\\Dragon Age\\AddIns\\[modulename]\\module\\override\\toolsetexport that are named "[linenumber]_m.wav". For example, if a particular line in your conversation had a line number of 1439505, your recorded VO wave file should be named 1439505_m.wav. Once you've saved your voiceover, once you go back into the conversation in the editor, you should be able to Generate FaceFX on that line, and it will scan your recorded wav instead of the robovoice for face movement.

Modifié par Sevenar, 23 novembre 2009 - 05:17 .


#4
Blind Bard

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For anyone else interested in this, Erenzes suggestions works perfectly.

Cheers mate!

#5
Phaenan

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Hmm...

I just tried that, but to no avail. Shame, I was hoping to spread some life into a NPC even without voice acting.



Like you people said, I generated the VO, generated the faceFX for every single line (a "generate all" wouldn't be a luxury) and that's it. If I leave every file in place I've got the lips syncing and the voices ; if I remove the fsb and/or fev, or if I replace them with empty files, I no longer have anything.



Any idea of what I could be doing wrong ?

#6
cstanish

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I'm sorry I can't help you with that, but I would like to mention that if you don't want to have robot voices there's a whole Group on the website dedicated to voice actors who would probably be willing to help you fill in your NPCs with real people voices.



Also, when generating FaceFx, I find it will generate them all with one click if the Root is selected when you generate.

#7
-Semper-

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to bring this up again: if you delete your .fsb and/or .fev files, the facefx will be screwed. is there a known workaround for moving lips without the robovoice? right now real voice actors are not an option^^

#8
DLAN_Immortality

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That's strange because for my mod I did exactly that (delete the fsb) and the FaceFX still works like a charm... my NPC has no voice, but his lips move (as intended)...

#9
-Semper-

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first i do the vo, second it generates the facefx. if i try out my mod, than everything works and i've got a lipsynched robo voice. after deleting the fsb the voice and also the facefx is gone.

#10
DLAN_Immortality

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Well... you can see my mod... it's working for me! How strange!! :-/

It's also strange to me that all the FaceFX files get deleted automatically if you delete the fsb and the fev. That shouldn't happen...

An idea for you: Generate vo and then generate FaceFX. Get the FaceFX files that will appear in your mod\\core\\override (all the fxe and fxm) and copy them somewhere else (just to keep them safe).

Now save your dialog.
Delete the fsb and the fev files.
If your fxe and fxm files were deleted automatically, then copy them back into your mod\\core\\override

Should work :-)

Modifié par DLAN_Immortality, 13 mars 2010 - 11:42 .


#11
-Semper-

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first i generate vo and facefx, save everything and export the whole ressources. after this i close the toolset and delete the fsb and/or fev. the fxe and fxm files are still there but not recognized. the faces of my npc is dead^^ if i recover the deleted files everything works well... that's damn strange.



today i will try to delete these files while the dialogue is opened and save/export afterwards. maybe that will work.

#12
DLAN_Immortality

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Maybe that's indeed the magical thing that will make it work, LOL! You never know with this toolset!



But yes, the steps I followed were:

1- generate vo

2- generate face fx

3- delete fsb and fev

4- save



Hope it helps!! :-)

#13
-Semper-

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doesn't work. even if you're rewriting the sourcecode to other .wav-files the facial animation will be gone.

#14
DLAN_Immortality

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I am baffled... o_o



How it works for me then... is magic. :-/

#15
-Semper-

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that sux big time... now i have to provide high quality voice over or else all the dialogues look plain and dumb :(

#16
christmasape

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I'm having a similar problem. I've followed all the directions here but all I get is a robo voice. When I delete the fsb and fev files I get the faceFX but no voice. I can't manage to get any recorded VO to play even though its in the right place and everything. Any new advice on this??

#17
FergusM

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One method is to turn your conversations into cutscenes. The conversation will need to be staged. Then in one of the toolbars up the top, select 'turn line into cutscene.' In this cutscene, delete the speak line event and instead add an 'animate face' event. Save the cutscene, then right click on this event and edit it in FaceFX.

Go to the animation manager in one of the toolbars. In the drop down menu, change from default to the animation group with a really long number as a name (the animate face event ID). Delete the event in there, and create a new one with the same name. When you create this event, select your .wav file and tell FaceFX to generate curves. Select post to local.

Voila. Now you have a super simple cutscene that will show the character lipsyncing without actually speaking the words.

Modifié par FergusM, 05 avril 2010 - 11:11 .


#18
-Semper-

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edit.

Modifié par -Semper-, 12 avril 2010 - 03:50 .