Hello I was wondering if I could have some assistance with the TotalLipSync module.
I've made a game that works well and would like to add lip syncing with voice via the module but I can't seem to get it to work. Its my first time trying a module. I started a brand new game to test it. The game is just one room with one character who says one line. I'm sure I've taken a wrong step or two as I'm getting no lip sync and no voice (the character is just staying on one frame). Here is my process so far (I am using the most up-to-date version of AGS, I downloaded the module from Snarky's 2017 forum post and the latest version of Rhubarb).
1) I used Adobe After Effects to create 9 mouth shapes on a character based on Rhubarb's guidelines. The different mouth shapes are drawn on top of a fixed face in each frame, rather than the mouth as a separate layer.
2) I have nine mouth shapes based on the Rhubarb guidelines so A (frame 1 at 00:00) is P, B and M, B (frame 2 at 00:01) is K, S, T etc. I have used A, B, C, D, E, F, G, H and X as instructed.
3) I put my .wav file into C:/Rhubarb.
I) In After Effects, I selected File > Scripts > Rhubarb Lip Sync.jsx and then animate.
4) Everything looks good so far. I used the Windows Command Prompt (something I'm admittedly a novice with) to export the .dat file like so:
cd C:\Rhubarb
rhubarb JIMM.wav -o JIMM.dat
- perhaps the .dat data needs more fine tuning?
5) This created a .dat file. Opening the .dat file in notebook gives me the following information:
0.00 X
0.13 C
0.31 E
0.66 B
1.08 C
1.15 B
1.43 E
1.64 X
2.03 X
6) The character in my AGS game is called Jimmy (cJimmy) so the files are called JIMM1.wav and JIMM1.dat
7) I downloaded the TotalLipSync module and imported it into Scripts in AGS.
8) I added the following code to my global script:
Code: ags
9) I made sure that the lip sync option is disabled in the Lip Sync property.
10) I created a folder called 'sync' and placed it in my project folder (E:/2025/Rhubarb Test/Rhubarb Testing/sync). I placed both the .wav and .dat files in there.
- I'm not totally sure where these files should go so also tried moving these to different locations but none were successful.
11) In Compiler in general settings, I added the following: E:/2025/Rhubarb Test/Rhubarb Testing/sync
- Again, not totally sure if this part is correct.
12) I made sure the character's Speech View was set to View 3 (where I placed all of the frames in order.
- Rhubarb advised on 9 frames, TotalLipSync advises 10. In AGS, I currently have frame 0 set as his neutral mouth shape followed by A (frame 1),B (frame 2) etc.
13) I entered this in the room script:
Code: ags
If anyone knows where I'm going wrong (probably multiple places!), I'd love to know. I'm not an expert and realise that this is quite advanced but I'm a keen learner and, if I can learn how it works in a test room, I think I can apply it to the whole game with some time.
Thank you!
I've made a game that works well and would like to add lip syncing with voice via the module but I can't seem to get it to work. Its my first time trying a module. I started a brand new game to test it. The game is just one room with one character who says one line. I'm sure I've taken a wrong step or two as I'm getting no lip sync and no voice (the character is just staying on one frame). Here is my process so far (I am using the most up-to-date version of AGS, I downloaded the module from Snarky's 2017 forum post and the latest version of Rhubarb).
1) I used Adobe After Effects to create 9 mouth shapes on a character based on Rhubarb's guidelines. The different mouth shapes are drawn on top of a fixed face in each frame, rather than the mouth as a separate layer.
2) I have nine mouth shapes based on the Rhubarb guidelines so A (frame 1 at 00:00) is P, B and M, B (frame 2 at 00:01) is K, S, T etc. I have used A, B, C, D, E, F, G, H and X as instructed.
3) I put my .wav file into C:/Rhubarb.
I) In After Effects, I selected File > Scripts > Rhubarb Lip Sync.jsx and then animate.
4) Everything looks good so far. I used the Windows Command Prompt (something I'm admittedly a novice with) to export the .dat file like so:
cd C:\Rhubarb
rhubarb JIMM.wav -o JIMM.dat
- perhaps the .dat data needs more fine tuning?
5) This created a .dat file. Opening the .dat file in notebook gives me the following information:
0.00 X
0.13 C
0.31 E
0.66 B
1.08 C
1.15 B
1.43 E
1.64 X
2.03 X
6) The character in my AGS game is called Jimmy (cJimmy) so the files are called JIMM1.wav and JIMM1.dat
7) I downloaded the TotalLipSync module and imported it into Scripts in AGS.
8) I added the following code to my global script:
function game_start()
{
TotalLipSync.Init(eLipSyncRhubarb);
TotalLipSync.AutoMapPhonemes();
}
9) I made sure that the lip sync option is disabled in the Lip Sync property.
10) I created a folder called 'sync' and placed it in my project folder (E:/2025/Rhubarb Test/Rhubarb Testing/sync). I placed both the .wav and .dat files in there.
- I'm not totally sure where these files should go so also tried moving these to different locations but none were successful.
11) In Compiler in general settings, I added the following: E:/2025/Rhubarb Test/Rhubarb Testing/sync
- Again, not totally sure if this part is correct.
12) I made sure the character's Speech View was set to View 3 (where I placed all of the frames in order.
- Rhubarb advised on 9 frames, TotalLipSync advises 10. In AGS, I currently have frame 0 set as his neutral mouth shape followed by A (frame 1),B (frame 2) etc.
13) I entered this in the room script:
function room_AfterFadeIn()
{
cJimmy.SaySync("&1 My text is here.");
}
If anyone knows where I'm going wrong (probably multiple places!), I'd love to know. I'm not an expert and realise that this is quite advanced but I'm a keen learner and, if I can learn how it works in a test room, I think I can apply it to the whole game with some time.
Thank you!