I had a few questions concerning dialogues in the toolset
I understand that if I have no voice-over recorded, by enabling the option "No VO In Game" under Dialogue, I can get the dialogue options to appear instantaneously, rather than wait a certain amount of time before they appear. This makes things a bit more tolerable for fast-readers in a mod with no voice acting, since they won't have to slam the Esc key every single time they finish reading a line of dialogue.
The problem with this, is it no longer uses the text, or the emotion under Cinematics to generate facial animations or lip-syncing. So,
1) Is there a way to make the game generate emotion and facial animations, and still show all of the following dialogue options instantly, or at least very quickly (e.g. Mass Effect)?
2) What do the X-Delay and Active columns under Cinematics do? I've messed with these values and don't see any difference when I Preview the line.
3) If I did have some voice-over recorded, where the heck do you assign that stuff?
Thanks.
Some Dialogue Questions
Débuté par
Bibdy
, janv. 28 2010 02:29
#1
Posté 28 janvier 2010 - 02:29
#2
Posté 28 janvier 2010 - 06:18
Well I certainly learned some interesting things yesterday. I originally thought I had to create individual animations during dialogue by hand, and preview each line individually to generate lip-syncing and face FX, but turns out you can get the toolset to do it all in bulk by
1) Randomly-generate gestures by right-clicking 'Root' and doing 'Generate Gestures for Children'
2) Randomly generate poses by right-clicking 'Root' and doing 'Generate Poses for Children'
3) Generate artificial VO by selecting 'Root' going to 'Tools->VO->Generate VO' (essentially text-to-speech with one of those artificial voice things)
4) Generate FaceFX (lip-syncing and head/eye movement based on the chosen emotion) based on that artificial VO by selecting 'Root' and going to 'Tools->FaceFX->Generate FaceFX'
Then I learned that it applies those VO sound files to the game itself, so everybody speaks with this weird artificial female voice thing, which is...interesting to hear male characters speak with, but its possible to simply delete the .fsb and .fev files in /toosetexport with the same name as the conversation and they should no longer play.
So, end result is generating random poses, gestures, lip-syncing and faceFX in bulk for the entire dialogue, without hearing weird-ass VO sound effects during the game.
Except, I'm still at square-one with regard to the 3 questions above. It seems generating random poses puts in the odd X-delay here or there, and I'm still not sure what that does (cross-delay? delay crossing over between animations? I dunno...) and there still doesn't seem to be a way to get the dialogue options to appear more quickly. It basically waits as long as the placeholder text-to-speech VO stuff would have taken to finish before it shows dialogue options, which can be frustrating for fast readers.
At any rate, as for question 3, I was wondering if it was possible to assign a very short, soundless, .wav VO file to the line (hopefully keeping the same face FX and lip-syncing) to get the dialogue options to show up quicker, but I can't seem to find a way to do the assigning of actual recorded VO.
1) Randomly-generate gestures by right-clicking 'Root' and doing 'Generate Gestures for Children'
2) Randomly generate poses by right-clicking 'Root' and doing 'Generate Poses for Children'
3) Generate artificial VO by selecting 'Root' going to 'Tools->VO->Generate VO' (essentially text-to-speech with one of those artificial voice things)
4) Generate FaceFX (lip-syncing and head/eye movement based on the chosen emotion) based on that artificial VO by selecting 'Root' and going to 'Tools->FaceFX->Generate FaceFX'
Then I learned that it applies those VO sound files to the game itself, so everybody speaks with this weird artificial female voice thing, which is...interesting to hear male characters speak with, but its possible to simply delete the .fsb and .fev files in /toosetexport with the same name as the conversation and they should no longer play.
So, end result is generating random poses, gestures, lip-syncing and faceFX in bulk for the entire dialogue, without hearing weird-ass VO sound effects during the game.
Except, I'm still at square-one with regard to the 3 questions above. It seems generating random poses puts in the odd X-delay here or there, and I'm still not sure what that does (cross-delay? delay crossing over between animations? I dunno...) and there still doesn't seem to be a way to get the dialogue options to appear more quickly. It basically waits as long as the placeholder text-to-speech VO stuff would have taken to finish before it shows dialogue options, which can be frustrating for fast readers.
At any rate, as for question 3, I was wondering if it was possible to assign a very short, soundless, .wav VO file to the line (hopefully keeping the same face FX and lip-syncing) to get the dialogue options to show up quicker, but I can't seem to find a way to do the assigning of actual recorded VO.





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