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Richard Davey
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Posted: 27th Feb 2006 20:11 Edited at: 27th Feb 2006 20:12
Hi all,



We released a new product today - Dark Voices. This is a lip-sync tool for DBPro. It will allow you to load (or record) a WAV file and will then analyse it and create a set of lip-sync data based on the speech within. You can fine-tune this using the editor and export the lip sync files. Example DBPro code is included to show how to use it, the full source code to the editor itself is included, and there is a 3DS Max model of a nicely built 3D head, with all the correct mouth positions for each phoneme.

Watch the videos online, or download the 55MB demo (Warning: Requires Feb. 2006 DirectX build, follow the instructions on the web page first).

More here: http://darkbasicpro.thegamecreators.com/?f=dark_voices

Cheers,

Rich

Bite my shiny metal ass

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Chris Franklin
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Posted: 27th Feb 2006 20:30
Cool i might buy this for my next project

Kenjar
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Posted: 27th Feb 2006 20:45
If you are going to sell it, a pack of human and humanoid models and textures with source files (pref editable with milkshape 3d) for easy alternation of base models designed to work with the plugin. I assume the plugin uses specific references to vertex's or model groups.

Habatar
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Posted: 27th Feb 2006 20:54
This is very impressive and very realistic.
Ron Erickson
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Posted: 27th Feb 2006 20:57 Edited at: 27th Feb 2006 20:58
Quote: "If you are going to sell it, a pack of human and humanoid models and textures with source files (pref editable with milkshape 3d) for easy alternation of base models designed to work with the plugin. I assume the plugin uses specific references to vertex's or model groups."


Well, they supply a head model with it and give tutorials for setting up your own. I don't imagine it actually uses vertex manipulation to perform the lip movement. I would guess that you justneed to add a couple more bones to your model to control the lips for it to work properly.
I'll have to see if I can get it working with my EZactor characters. It's only one more thing on the list to do

EZrotate!
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EZactor!
BatVink
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Posted: 27th Feb 2006 22:22
Quote: "I don't imagine it actually uses vertex manipulation to perform the lip movement. I would guess that you justneed to add a couple more bones to your model to control the lips for it to work properly."


The phonemes are all points in the animation, but if you look at the code each "pose" is interpolated to the next. So she is, as near as damn it, talking like a real human would.

The speech and the model are separate entities, so with a little imagination you could apply the tool in whatever way suits you

Drew the G
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Posted: 27th Feb 2006 22:24
Wow, I am totally using this after I finish the Schmup Compo, great stuff Rich.

Benjamin
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Posted: 28th Feb 2006 00:47
The download link for the demo seems broken. I just get a "Bad Request (Invalid Hostname)" page.

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FINN MAN
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Posted: 28th Feb 2006 01:05
this is very cool, I might buy this.
FINN MAN
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Posted: 28th Feb 2006 01:06
when I tryed to download the file, it asked me for a user name and password.
Sunflash
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Posted: 28th Feb 2006 01:14
Wow, this would be swwet for my project I'm working on. To bad I'm useing DBC, I needed to animate a person talking A LOT! Thios would really help. Oh well. My money is already going towards the FPSC model pack when it comes out anyways...

When FPSC develops enough, lets make a Redwall game!

Sunflash
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Posted: 28th Feb 2006 01:27 Edited at: 28th Feb 2006 01:28
Odd, it won't even let me download the demo, the links broken.
How does this program work? Is it like a text to to speech thing? Or is there more to it then just typing text and seeing the output?
-Sunflash

EDIT:

Quote: "DarkVOICES allows you to create lip sync mouth movement for your game characters easily, quickly and cost effectively. It is based on the technology of loading in any WAV file that contains speech, and converting it to a series of annotations which describe how the mouth should move."


Ok, that makes more sense. It would work much better then a text to speech thing this way!

When FPSC develops enough, lets make a Redwall game!

Richard Davey
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Posted: 28th Feb 2006 01:49
The problems with the demo download have been fixed. IIS was being an arse and I had to restart the file server.

Bite my shiny metal ass
Sunflash
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Posted: 28th Feb 2006 01:52 Edited at: 28th Feb 2006 03:01
Lol! I just came back to say that it was my error, I just downloaded the DirectX thing and retried the download and it worked like a charm, so I thought that maybe the TGC site somehow tests to see if you have it the patch installed, so I came back to post that it was my fault, then I saw that you had posted, lol!
-Sunflash

EDIT: OMG!! That program is sweet! Can you use it for programs besides DBP? Wow! I'm so surprised!
It was kinda buggy for me. For instance, Anna's hair was her gums and teeth, and other things with her texture was messed up. And that was when she was looking good! The first time I ran the program, she was textured with the wall texture (bricks)! Here's a screeny, she dosn't look happy!

Other than that, the program was sweet! Definently worth buying! I'd buy it if it worked for other programs like FPSC

When FPSC develops enough, lets make a Redwall game!

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Sunflash
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Posted: 28th Feb 2006 03:00 Edited at: 28th Feb 2006 03:07
Oops, I forgot to make that image a .JPG, I'll do that now...
Anyways, sorry for the double post, I just wanted to post some funny soundclips I made when I was bored. It's looks so funny in DV! At least, I think it does...

NOTE: THE SOUNDS ATACHED HERE ARE FREE TO BE USED IN ANY GAME, PRIVATE AND COMMERCIAL. BUT, YOU MUST SWEAR NEVER TO PUT ME IN THE CREDITS, OR TELL ANYONE WHO REALLY MADE THE SOUND CLIPS
I MEAN, MY REPUTATION IS AT STAKE HERE! (caps off)

When FPSC develops enough, lets make a Redwall game!

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Cash Curtis II
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Posted: 28th Feb 2006 03:21 Edited at: 28th Feb 2006 03:21
Very nice. It seems that I'm slowly buying every product TGC has released, and this has been added to the list.

By the way Rich, love the quote. Another good one - "Bite my colossal metal ass!"

Phaelax
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Posted: 28th Feb 2006 07:17
Quote: "IIS was being an arse and I had to restart the file server.
"

No apache?


Nicholas Thompson
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Posted: 28th Feb 2006 10:43
Quote: "No apache?"

I was wondering precisely the same thing!! Who in their right mind uses Windows as a server?

BatVink
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Posted: 28th Feb 2006 11:22
Quote: "Who in their right mind uses Windows as a server?"

Maybe it's just the FTP server, that would make sense.

Richard Davey
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Posted: 28th Feb 2006 14:36
Apache runs the web site and forum, but isn't the best choice for a file server.

Quote: "It was kinda buggy for me. For instance, Anna's hair was her gums and teeth, and other things with her texture was messed up. And that was when she was looking good!"


Me thinks your video card doesn't like 2048x2048 sized textures

Bite my shiny metal ass
David iz cool
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Posted: 28th Feb 2006 15:47
cool! thanks Richard! i might get this sometime,since i wanted to add talking in my cutscenes.
Image All
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Posted: 28th Feb 2006 16:43
Blender can already do this

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Richard Davey
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Posted: 28th Feb 2006 16:52
Quote: "blender can already do this"


It can convert WAV files into phomemes? Strange, it doesn't mention it in the documentation.

Bite my shiny metal ass
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Posted: 28th Feb 2006 17:07 Edited at: 28th Feb 2006 17:12
You can give it a short WAV file of a sound, and then assign a keyframe to it. Keep assigning different keyframes to different sinewaves, and it will automatically animate the model when a certain part of your entire sinewave is recagnized, and assign a keyframe to it at that point in the animation.



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Benjamin
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Posted: 28th Feb 2006 17:10
Then it can't really do what this can do, can it.

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Posted: 28th Feb 2006 17:14 Edited at: 28th Feb 2006 17:17
You can get the same results, but it takes more time, that's all. it's good if you want to have custom facial expressions, body language, or do sign language instead of moving a mouth, or both.

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IanG
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Posted: 28th Feb 2006 17:54
has anyone seen the demo movie - that is so funny, "baa baa bleep bleep oh dear i'm a sheep" who made that up?


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Sunflash
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Posted: 28th Feb 2006 19:15
Quote: "Me thinks your video card doesn't like 2048x2048 sized textures"


Lol, I guess it's time for a new graphics card, eh?

When FPSC develops enough, lets make a Redwall game!

BatVink
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Posted: 28th Feb 2006 21:02
Quote: "You can give it a short WAV file of a sound, and then assign a keyframe to it. Keep assigning different keyframes to different sinewaves"


Then it doesn't compare in the slightest. I got an almost exact match, phoneme for phoneme...and it took about 8 seconds. It was so close, I didn't need to edit it manually.

LeeBamber
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Posted: 28th Feb 2006 22:51
I made up the bah bah bleep bleep poem during my rapid development of this tool. It was going to be a serious poem, but my brain could only produce 'sarcastic' and 'silly', so I went with silly. The other random speeches are dittos Rick came up with to give our voice artist a hard time. The 'tooted a toot' one is amazingly pronounced, and very well done to the artist responsible!

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
IanG
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Posted: 28th Feb 2006 23:00
i thought it was funny, especially the "i want to show you something really hot, touching my..." (i'll leave that there ). It's just the way she says 'hot', as well, in a really slow kinda way.


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FoxBlitzz
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Posted: 1st Mar 2006 00:00
Is it me, or was that head taken from ATI's Ruby tech-demos?

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BatVink
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Posted: 1st Mar 2006 01:57
Quote: "i thought it was funny, especially the "i want to show you something really hot, touching my..." "


Glad I'm not alone on that one I mentioned that it was just...wrong

Cash Curtis II
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Posted: 1st Mar 2006 02:11
just...right...

Philip
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Posted: 1st Mar 2006 02:11
This is a really ingenious idea for a product. Well done to whoever it was who conceived the idea for it - I guess Lee?

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tschwarz
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Posted: 1st Mar 2006 03:05
Downloaded the demo and then ordered it. Can't wait this is very cool. But, I do think it is cruel you didn't create a friend for her because she gets very sad if you don't interact with her all the time. Now that's some realism

Thanks
Richard Davey
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Posted: 1st Mar 2006 03:46
Quote: "Is it me, or was that head taken from ATI's Ruby tech-demos?"


It's just you. Simon created it from scratch (no dodgy Poser export) in 3DS Max. Hence why we are able to include it in a commercial product. I'm not entirely sure ATI would appreciate us selling a model from one of their tech demos, do you?

Bite my shiny metal ass
The admiral
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Posted: 1st Mar 2006 07:14
I would be interested as to how easily a model can be setup to use this system??

The admiral
Sunflash
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Posted: 1st Mar 2006 07:24
Same here, whatever happened to that tutuorial video that we're supposed to be seeing on the TGC website? (read the ReadMe.txt file)

When FPSC develops enough, lets make a Redwall game!

Van B
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Posted: 1st Mar 2006 12:08
I'm hoping it relies on a simple animated .X file, like something I could come up with in CharacterFX, I own Max, but don't have the time, nor the noodlage to learn it properly. If we can say, specify a frame start and end for a specific phoneme, and this program can blend them (like calculate more than one frame at once, for different parts of the face), then that's incredible - a simple animation job giving real nice lip sync.

Can it do other things besides react to sound triggers, like say we have a character walking down a corridor and they get a freight, could we animate a flinch on their face and have that kick in whenever we want? (like irrespective of what animation frame the rest of the model is using). Planning a survival horror game project, this package seems perfect for it.


Van-B

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BatVink
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Posted: 1st Mar 2006 13:21
Quote: "I'm hoping it relies on a simple animated .X file"


It doesn't rely on anything. DarkVOICES is raw data which you can apply to anything. You could use the data in other apps too, it's not tied to DB Pro or any particular model or method.

Richard Davey
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Posted: 1st Mar 2006 19:45
Quote: "whatever happened to that tutuorial video that we're supposed to be seeing on the TGC web"


They're on the Dark Voices page, right at the very bottom under 'Downloads'.

Bite my shiny metal ass
Sunflash
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Posted: 1st Mar 2006 21:17 Edited at: 1st Mar 2006 21:20
Yay! It was just added... awhile ago... lol, downloading it now

When FPSC develops enough, lets make a Redwall game!

CJB
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Posted: 2nd Mar 2006 00:40
She is HOT!!! Hooo Baby!!!



CJB
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Posted: 2nd Mar 2006 00:42
Seriously... Rather than learning how to use the output from Dark Voices, I would rather learn how the wav is analysed and broken up into phoneme chunks! Does it use some clever wave matching algorithm or something? Is the source code available!?!? (probably not I'm guessing!)

CJB
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Posted: 2nd Mar 2006 00:52
Just had a weird idea: What would it sound like if you played back phonetic sounds in the order of the lip-sync output? Would it be a simple voice synth!?!? If so, this could potentially be used to massively compress voice audio (potential use could be ULF transmission). Although I doubt the resulting voice would sound that great! Maybe if you could output the pitch of the voice along with the phonetics....

Cash Curtis II
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Posted: 2nd Mar 2006 02:58 Edited at: 2nd Mar 2006 03:00
Well, it displays the phenetic sounds that the lip is producing. Sound them out yourself and see what it sounds like. Nothing. Although, your lips should look like they're moving correctly

Although... I'm sure that you would sync it to some words, then substitute the synced wav with text to speech. Then it would be a matter of syncing it to time. But I promise, it would suck. Anna would sound much less sexy and much more 'Hello human, insert 20 dollars for the time of your life.' :b

The point : if you want it, just buy it. Sometimes, there's no substitute for shelling out some money.

BatVink
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Posted: 2nd Mar 2006 10:07
Quote: "What would it sound like if you played back phonetic sounds in the order of the lip-sync output"


Pants.

Hum the Phoneme "ah". See how many octaves you can cover - probably 7 or 8. So that's around the range of a keyboard, all for one Phoneme.

Benjamin
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Posted: 2nd Mar 2006 16:16
Quote: "See how many octaves you can cover - probably 7 or 8"

I doubt anyone has that kind of range.

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dark coder
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Posted: 2nd Mar 2006 16:58
well bats are ultrasonic so there cheating

Halowed are the ori.

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