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000085_owner-lightwave-l _Mon Feb 6 17:12:24 1995.msg
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Date: Mon, 6 Feb 95 11:46:50 EST
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From: "Paul Davies" <capitol!davies@uunet.uu.net>
Reply-To: "Paul Davies" <capitol!davies@uunet.uu.net>
To: lightwave-l@netcom.com
Subject: Re: Talking Objects
Sender: owner-lightwave-l@netcom.com
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<snip>
> How do you go about morphing the different heads
> in and out in time to the soundtrack?
<snip>
The best way to this is through careful planning. Study your audio track, break
it down into phonemes - significant sound units - and determine when and for how
long each occurs. It's best to do this with a window dubbed video tape. Make a
chart which indicates frame times for these phonemes and use it as a reference
for creating morph envelopes for your different head objects.
I think the morphing solution has a higher production value than bones provide
because once you have created morph targets for standard phonemes and
expressions you can re-use them for almost any scene involving that character.
The biggest pitfall for this solution is memory usage. Shamus Culhane
illustrates 12 basic mouth positions for animating english dialogue in his book
ANIMATION FROM SCRIPT TO SCREEN - if you're doing character animation you should
have this book. These positions only account for a smiling character, you may
need to add 12 more positions for each different expression. Now multiply that
by the 3288 polygons - the number of poly's in a clown head I'm currently
working on - not to mention the textures and the other objects in the scene and
you've got one enormous memory suck! :+)
If we could only append object and bone motions from one scene to the next...
How 'bout it Allen?
paul d.
Paul Davies
Artist/Animator
CapDisc Bethesda, MD.
davies@capitol.com or uunet!capitol!davies