I hope things change and you get back to it. but once you changed from shooter to tactical. that is essentially a new game. and stretched the development out.
I think you should have finished the original and made the tactical its own game
day to day problems of life, where something can knock you off at anytime. thats why its best to keep a game simple. so it can be finished before life steps in an makes it impossible
Frontiers - sci fi RPG
Started by Sollthar, Apr 17 2011 07:17 AM
64 replies to this topic
#61
Posted 06 January 2012 - 04:17 PM
#62
Posted 06 January 2012 - 05:41 PM
I was going to ask you how you did your lip sync? Hope you stop by again.
Currently using Blender and Unity.
#63
Posted 06 January 2012 - 07:46 PM
fireside you should try having the facial animation play when the voice file starts or the reverse
#64
Posted 06 January 2012 - 10:18 PM
I did a search a while back and there is a volume test for the sound file and some people just have the mouth animations move with that in Unity. I was just wondering if he did it that way or used the whole phoneme set up. I've seen some software that can pick out phonemes and gives timings that correlate to the sound file. I actually did it for a game, but it was a lot of work and didn't look all that good.
Currently using Blender and Unity.
#65
Posted 07 January 2012 - 03:51 AM
fireside I wouldnt be concerned with realism. just open and close the mouth. stretch it horizontally or open it vertically. dont get caught up in realism. that will stretch that one aspect out, for who knows how long. as long as the user knows the character is talking. you should be good
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