Dark Arrow on 18/10/2005 at 17:37
No, it wasn't the wavs fault. So you have lip motions working when the AI says something?
rujuro on 18/10/2005 at 18:09
I almost positive when it's triggered as a conversation, I'll have to verify that I see lips moving when I play a bark.
Either way it definitely plays the sound.
Dark Arrow on 18/10/2005 at 18:37
I have sounds working alright aswell, it is the lips that are the problem. I don't even have to compile a new metafile for the sounds (actually uncompiled is slightly better as I get subtitles with it). It is the motions I want and they don't work. Could it be that the files should be in the dvd metafiles?
For some reason I can't get a cook to say even the original schemas like InnJulianPlotting_006000 with motions (sounds do work). I am off to bed, let me know if you find something.
rujuro on 19/10/2005 at 01:55
OK, so I doublechecked, and no, I don't have lip movement on my characters that are speaking. Unfortunately I don't know how you associate lip movement with a sound file. There is a lipsinc database folder, but I don't know how you add to it.
Dark Arrow on 20/10/2005 at 15:46
LipSinc.log gives me this:
PlayLIPSincAnim for SkeletalMeshInstance__2
Looking up animation cookseerupert1
Couldn't find animation cookseerupert1, trying to load it...
Loading from ...
Couldn't find animation cookseerupert1. Using last loaded animation instead... Couldn't find any animations to use in place of animation cookseerupert...
Sigh. The lipsinc data files are quite small. Could they really have all the link information to the sound files? The sound metafiles could basically held all that information, but I don't see anything referring to lipsinc files in the schema files.
*Goes back to hitting his head against the wall*
rujuro on 20/10/2005 at 19:04
Not really sure about it, wish I knew more.
I'll make a new sound tool available soon that should have the subtitles working, Scott added that for me, and he's looking into the tags.
Dark Arrow on 23/10/2005 at 06:13
At the moment it seems we need LAD files. These files are apparently compiled to the metafile database with the sound files.
I recently compiling the metafiles after I finally figured a way to batch convert the filenames.
Code:
One has to create a .bat file with the following text:
xcopy *.ogg *.wav
After that I noticed that all the lipsinc motions were gone. Looking at the compileschemas.pl file I noticed that it looks for .wav, .ogg and .lad files (thought that that was a third sound format). Lad files are apparently files created by UT2004 editor with a third party program called Impersonator Studio. Sadly Impersonator Studio doesn't seem to export directly to .lad format so we will most likely need UT2004. I don't have it and I don't plan to buy it, so I have no idea whether UT2004 can export .lad files or if you need another program to do it. It is all very vague and in the dark.
At the moment I'm quite pissed off. I need to buy another game to get Thief3 Editor to function as it should.
Edit: Apparently, and correct me if I'm wrong, but Ion Storm used LipSinc's AniMeter to produce the lipsinc animations. This is according to (
http://ps2.gamezone.com/news/05_22_02_11_43AM.htm) this article. Lipsinc unfortunetly ceased to exist in 2002. I assume Lipsinc's Impersonator is the latest version of it (I can't seem to find AniMeter anywhere), but it doesn't seem to be able to export .lad files.
Could someone with UT2004 try the impersonator that is integrated to the editor and tell me whether it can produce .lad files?
ascottk on 29/6/2006 at 01:10
I don't think the sound add on supports multiple metasounds. i.e. several schemas (*.sch) have more than one sound file associated with it, so those sound schemas have semi-random variations whenever they play.