So I made a conversation which runs just fine in the game. I tested it with the text-to-speech first, then recorded my voice-over for the NPC.
Now, when I play the conversation in-game, the voiceover plays appropriately but the lip-synch is still based on the robo voice. I tried to adjust it in FaceFX but I don't see any way to make FaceFX use anything other than the generated VO.
Am I doing this backward? Should I be looping my custom VO in to match the lip-synch, rather than trying to adjust the lip synch to my VO? I can't find an answer to this one.
Any insight anyone has would be greatly appreciated.
Problems with custom VO for a conversation...
Débuté par
cstanish
, déc. 07 2009 09:46
#1
Posté 07 décembre 2009 - 09:46
#2
Posté 07 décembre 2009 - 10:57
You just need to regenerate the FaceFX when you add your VO in. That should overwrite anything.
#3
Posté 08 décembre 2009 - 12:15
Wow. I could've sworn I did that already, but I guess I didn't. Problem solved! SilentCid to the rescue again!





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