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Author Topic: Talking animation  (Read 896 times)

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Gooner861

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Talking animation
« on: 08 Jul 2003, 23:15:02 »
Cant be arsed to look in tuts, can sum1 tell me the command or wotever for an animation of talking.

gadolinite

  • Guest
Re:Talking animation
« Reply #1 on: 08 Jul 2003, 23:42:08 »
hi

 :)To help you out...

 ;D  In order for a person to perform a talk animation, (motion of the lips) you need to specify positions for the talkers lips :D which is a *.lip file.  :PThis is a super duper headache :P

To get around it, we have a utility called wavtolip (it can be downloaded in the editors depot).  :'(  This is a very picky program which I and all my friends have had trouble with (some still are). ::) You will probably have trouble at first.  Don't be freaked out (or think it's a  :D jipper program) if you do, the program does work.  For it to work your *.wav file has to meet the conditions (some may not be there) in the list below in order for it to work.


1.the wavtolip file needs to be on the C: drive root (C:\) or any drive root

2.Utility WILL NOT work with *.ogg files (only *.wav  files will work)

3.*.wav file needs to have a constant bit rate (some wave studios and sound utilities have a converter option)

4.*.wav file needs to be 'mono', stereo *.wav files will not work

 :afro:If it works, you should see a *.lip file appear in C:\ (or whatever root drive it's on)
 
once you have your *.lip file, move it into your mission's sound folder.  Whoever speaks, will now have their lips move to the sound.

Offline Tomb

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Re:Talking animation
« Reply #2 on: 09 Jul 2003, 00:44:40 »
Cant be arsed to look in tuts, can sum1 tell me the command or wotever for an animation of talking.

:hmm: yanno, pal - you should get yer f*t a** outta the chairX and take a peep at the lists, bro'
 ;) know what I mean!  :o *WORKING* :o to get that mission on the tracks!!!!!!!!!

How'd ya think we all got it sorted.... by "arsing" around??  ??? >:(

Sory, m8, it just pee's me off when ppl make d00ds like me spend £/$/dkkr on helping lazy morons!  ::) :-X

J/k man, if I wouldn't of helped I'd never reply here, matey!  :-* ;D

 :thumbsup: check this out m'man, get yer f*t a** outta the seat, and make a script like this:



===============

#loop
? endit: exit
Bob playMove "EffectStandTalk"
Rob switchMove "FXCivilLookaround2"
~2
goto "loop"

==================

fiddle with the delay.... and look in the referrences for more anims, man!

Gooner861

  • Guest
Re:Talking animation
« Reply #3 on: 09 Jul 2003, 18:30:08 »
Bloody hell m8 calm down, its not the end of the bloody world.  ;)

max_killer_payne

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Re:Talking animation
« Reply #4 on: 09 Jul 2003, 20:09:06 »
manname playMove "EffectStandTalk

and to end the animation

manname playMove "EffectStandTalkEnd"

Offline Tomb

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Re:Talking animation
« Reply #5 on: 09 Jul 2003, 22:35:00 »
Bloody hell m8 calm down, its not the end of the bloody world.  ;)

:noo: 'twasn't my fault - blame it on them czechs man ::) it was THEIR beer that got me all goofed up!


(still, though, even now that I'm partly sober, yer ass DOES seem a bit heavy!  :-X ;D (j/k man!)  ;) :-*

Captain Winters

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Re:Talking animation
« Reply #6 on: 10 Jul 2003, 02:48:25 »
Bloody hell m8 calm down, its not the end of the bloody world.  ;)

lol. tomb was jus kidding around, buddy!   :)

Tanks! 8)

Offline Tomb

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Re:Talking animation
« Reply #7 on: 10 Jul 2003, 03:02:27 »

  :noo:  Noo! I would never mess around w/ anyone, no way!  ::) (*angel*)  :moon:



Gooner861

  • Guest
Re:Talking animation
« Reply #8 on: 10 Jul 2003, 11:09:53 »
It doesnt matter, those bloody Czechs!!   ;D