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FPSC Classic Product Chat / Talking aiko and colonel x

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Lagarto
15
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Joined: 14th Dec 2010
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Posted: 4th Jan 2011 23:04
Sorry for posting this I did search but after updting from v1 to V1.17 I notice that there is a talking aiko and colonel X, how do they work? I put one in my test game and aiko saying hello just scared the living daylights out of me.

So how do you change what they say?
bond1
20
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Joined: 27th Oct 2005
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Posted: 4th Jan 2011 23:14
Quote: " I put one in my test game and aiko saying hello just scared the living daylights out of me. "


Sorry I don't have an answer for you but that really cracked me up! Even though I made those characters I have no idea how they work in FPSC - how pathetic is that? I guess it's time I learn.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 4th Jan 2011 23:21
You know, what really makes Aiko special is that she doesn't talk. Honestly, she's a sweet girl but not really a winner in the beauty and brains contest. I know that, for me at least, if she starts talking it's gonna really ruin the mood. You know what I'm saying?

Brian.

... and the band played on.
Lagarto
15
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Joined: 14th Dec 2010
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Posted: 4th Jan 2011 23:25
glad i made you chortle but can you change what she syas or do i need another program
AJ Schaeffer
16
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 4th Jan 2011 23:28
All i know is that u need DarkVoices i think its called...

The Zoq2
16
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 4th Jan 2011 23:32
I don't think you need dark voices for making the characters talk in fpsc...

Srry about my english im from sweeden
AJ Schaeffer
16
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 4th Jan 2011 23:41
I am pretty sure i remember reading that you need a DarkVoices file to make their lips move to the words. Thats why in features it says "DarkVoices"

raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 4th Jan 2011 23:45 Edited at: 4th Jan 2011 23:46
record what you want them to say in wav format. Place in the files-audiobank-darkvoices. Then run the coverallwavfiles app and then assign it to the fpi file.

edit: the converter program is in the folder listed above. Parts of darkvoices came with 1.17 along with some dark AI.
bond1
20
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Joined: 27th Oct 2005
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Posted: 4th Jan 2011 23:53
Thanks raymondlee306!

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 5th Jan 2011 00:36
Hopefully I'm right. I also own DarkVoices so hopefully that converter app came with the update and not Darkvoices itself...
mickeyb
20
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Joined: 1st Jan 2006
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Posted: 5th Jan 2011 00:46
Why don`t you just go into the docs folder
and read the addendum file it tells you in there.

Can`t belive how lazy everyone`s getting
Lagarto
15
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Joined: 14th Dec 2010
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Posted: 5th Jan 2011 09:14
I did not see in the addendum, I saw many new Dark ai and how to get allies but not dark voices must have missed it sorry.
Mr Love
21
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 5th Jan 2011 10:58
I really dont want to offend anyone, but I think the talk animations are anything but good, Ive just tried it out a few times but I think You can see at once that the face animations are to robotic and the "mimic" is all to dramatic, and to big changes in face expressions makes it look like a bad sprite animation and not a smooth mesh animation. It also looks like they all open the mouth a little to mutch while talking. (Looks a bit strange) I guess I can reanimate it Myself, even if I dont know darkvoices and its system, is it really necessary to have 8 bones only for the mouth? Six shourld have been more than enough. I take for granted that the Bots can walk and talk at the same time, and adding hand/arm gestures shourldnt be a problem either.. Is it already rigged for eye blink? Pretty bad it wasnt added in the first place though.. Strange that Bond1 let this thru sence He usally stands for professional quality?


Guess what Aiko and I did this weekend...
The Zoq2
16
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 5th Jan 2011 11:44
^agrred...

Srry about my english im from sweeden
AJ Schaeffer
16
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 6th Jan 2011 00:13
Its free though! If you want better than make better.

raymondlee306
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Joined: 24th Oct 2009
Location: Ohio
Posted: 6th Jan 2011 01:19
Mr Love,
It's no offense at all, you are somewhat right. When you just record and place the sound the computer kind of uses generic mouth movements. If you actually by the DB bonanza or just DarkVoices you get much more control over the location and intensity of the phenomes and can make it look signifigantly more fluid and natural. But yes the version with the new updates is free and should be used to at least add some modern techniques to your game.
Errant AI
19
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Joined: 24th Aug 2006
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Posted: 6th Jan 2011 03:23 Edited at: 6th Jan 2011 03:31
Quote: "Strange that Bond1 let this thru sence He usally stands for professional quality?"


It's pretty unfair to have a go at Bond1 for this as he did not design the system or it's media requirements...

How it works is that the phoneme positions are set in the first few frames of the anim timeline (which is a bit annoying since those frames are during the blowback anim). DV reads the facial limb anim info from those and applies it. I agree that the number of required bones is overkill for FPSC but the engine is looking for those specific limbs so there isn't freedom to have custom facial anim rigging. I believed he's rigged the eyes to spec but the code isn't there to support it.

To be fair, there really isn't anything stopping the ability to have body gestures or head movement used in conjunction with the DV driven facial animation other than the lack of such animations being included for these specific characters. However, when he did these there was no animation offset override ability and it would require adding multiple versions of the same anims for each of the five weapon types(spaced 389 frames apart which has a direct affect on .X and DBO size as 2000+ frames of animation must be added to the timeline). Luckily, for future use, Hockeykid has since added the ability to bypass that anim offset issue so you can have one animation applied to all weapontypes.

For me, the juice just isn't worth the squeeze in it's current state. If I'm going to take the overhead of nearly doubling the limb count, IMO, it should be a full-on deal with eyes and mood. As it stands, I think it's actually is a step backwards in immersion factor as it hurls the whole lot into the uncanny valley. Never mind that the body and head details are generations apart since the media update (Surely it would look silly to have a nice detailed head talking and such while gesturing with a super low poly thumbnubbin claw hands!). That said, I hold out hope it will improve over time.

As-is, the FPSC implementation is really only a shadow of what DV was designed to be, as raymondlee306 has pointed out.
Lagarto
15
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Joined: 14th Dec 2010
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Posted: 6th Jan 2011 14:35
In my opinion for something that is free it is incredible. You can now make your characters talk more realistically in games, who would not want that?

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