LipService/LBrush Overview - Animation

 

Sound

Loading the Sound

Currently, only stereo 16 bit/sample Microsoft Wave files are supported. Press the button of 'Sound/Animation' rollout, browse and select the sound file you want to load. Use 'Reload' button to reload the sound if external sound file was modified.

Press the 'Play Animation' button the soundwave should play. If you press move to the previous  or the next frame using buttons of hotkeys some portion of sound should play.

 Sound Parameters

You can adjust the number of frames sound when single framing played using 'Scrub' spinner.

Open the 'Track View - Dope Sheet', expand the sub-anim tree to find the LBush and expand the Phonemes branch. There is the 'Wave File' track just below the painted soundwave. Drag the white triangles on the ends of blue strip to change the position of the sound on the timeline.

[ Sound Demo movie]

 

Phonemes Animation

'Phoneme Tracks' group.

The list here initially contains one item 'Phonemes (Master Track)' it is correspondent to 'Phonemes' controller in the track view. This one can not be deleted or renamed.

Adding/Deleting/Renaming Tracks

You can add some more tracks for phoneme animation using 'Add' button. Use the 'Delete' button to remove additional tracks. Any track except for the Master can be renamed - select some item in the list and press 'Rename' button.
Added tracks are correspondent to sub-controllers of master Phonemes controller in track view.

Layered animation can be created using these tracks. Shape is evaluated for each track separately, then added geometrically as delta-shapes. You can think of them as 'layers'.

Enabling/Disabling tracks

Double clicking the track in list enables/disables it (green dot = enabled track, red one = disabled). Any track can be disabled including the Master.

Note: animation is evaluated only for enabled tracks. So making some tracks red you are skipping its keys for the animation.

Creating the Phoneme Keys

You can select single track in the list. The Master track is selected by default.

To add keys to selected track move time slider to certain time and directly click swatches of the 'Phonemess' rollout, then move to the some other time and click some other phoneme swatch.

Move the time slider around to have a look, the animation has been updated as you go..

Note: you can create keys even when Sculpt Mode is activated but you will see the result when turn it off.

Use the 'NEUTRAL' keys at the start/end of silence. See 'Animation tips' section. There is the shortcut assigned to each phoneme you can use it to create/change phoneme key at current timeslider position, see 'Animation Shortcuts' section in the Appendix.

[ Phoneme Animation movie] [Multi Track movie]

Adjusting the Key Parameters

You can drag the phoneme keys in time line. You can also change them using Key Parameters Dialog. Rightclick the key on timeline and select the correspondent track from the quad menu.

 

'Select Target' list use it to reassign another phoneme to a key.
'Time' slider defines the key position on timeline.
Use arrow keys to move to previous/next key.

Phoneme Keys Track View Operations

You also can adjust the key parameters in 'Track View - Dope Sheet

Operations 'Select/Deselect Keys', 'Move Keys', 'Shift Keys', 'Insert Time', 'Delete Time' are supported. You can also add new keys in Track View using the add keys tools.

The key which parameters are edited is highlighted with red. Keys of selected track are highlighted with orange. The key labels and outlines of disabled track are greyed.

Note: you can see the animation tracks of LBrush modifier that are currently edited. If you deselect the object the sub-anim tree of LBrush modifier will hide.

 

Performance Group Animation

Performance groups can be used in two modes: 'Preview Mode' and 'Animation Mode'.

To preview the animation just push the button of certain group, move mouse to some place in viewport and drag around. If one or more swatches of groups have loaded different targets these will blend live as you drag the mouse.

LBrush can have one or more animated Performance Groups. As with phoneme tracks, each performance track's shape is evaluated separately, then all the tracks are added together for that frame.

Steps to animate the performance group:

  1. Load some targets into one or more swatches of performance group using the '>' (right arrow) button.
  2. Press the 'REC' button on Performance Groups toolbar
  3. Press the Group push the group button to activate blending and run the Time Slider.
  4. Move mouse to some viewport point and drag to create the sequence of keys.
  5. Release the Group button or REC Tool button to stop blending and time change.

[ Performance Group Animation movie ]

Note: one key per frame will be created when you drag. Since we don't skip any frames because we want clean capture, audio will sound choppy.

One animation track is created for each Performance Group. When you delete some groups all animation keys for this one will be deleted as well. You can access group keys via the 'Track View - Dope Sheet'.

Operations 'Select/Deselect Keys', 'Move Keys', 'Shift Keys', 'Insert Time', 'Delete Time' are supported currently.

    LipService / LBrush
    ©1998-2008 Joe Alter, Inc