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Snebjorn

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Snebjorn
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  • "Guys" not "Boys" - sorry! I'm beginning to rely too much on the compiler to catch that type of error ...
  • BTW, to get good lipsyncing with this on-the-fly system, it's quite important to have all voice audio files normalised to the same level (always a good idea, come to think of it) so you get consistent mouth shapes. A number of parameters can then be…
  • My dear son inforrms me that it's not a demo, but a "click experience", because "being completely pointless, it can't be a point and click adventure, and calling it an adventure would probably be lying" ... :-) Anyway, I'm curre…
  • @UnityGames : here's a quick webplayer demo I threw together almost from scratch in about 90 minutes (including the brilliant voice acting, ahem)  showing Salsa lipsync using Fuse characters.  http://www.spectralstar.com/Test/AC_SalsaDemo.html
  • I believe there's also support for facial expressions, but I haven't tried using that part of the system myself, so can't really comment on it. Sorry, couldn't find the time to put a lipsync demo together today - Other Stuff[TM] got in the way, but …
  • Will try and hack something together tomorrow!
  • Looking forward to a chance to try a "native" version then! :-)
  • Ah, okay - maybe I wasn't making it clear enough that I use Salsa for this, which requires very minimal preparation when using Fuse characters, and works alongside AC without any setup inside AC at all. If you're interested in seeing an example, I c…
  • Not sure what you mean by "at a specific instant"... I have an example in one of my scenes where an NPC makes a remark (without starting a conversation) when the player walks through a trigger - the action list is just "Dialogue ->…
  • Will give it a go again tomorrow and PM you with info about the issues I had. It might get a bit lengthy for the forum.
  • I like the concept, but ran into a number of issues while playing the tavern scene - or rather trying to. Would you be interested in detailed feedback at this point or is it still "work in progress"?
  • I seem to remember having the same problem at some point. Think I solved it by adding a Head layer in the character's animation controller. 
  • It's actually exceedingly simple: it's handled through an Audio Source on the character, so no scripting or actions or anything. I believe Chris did some extra integration for 2D characters, but that's not needed for 3D.
  • Seriously, when I came across this, it took me less than 30 mins to create a Fuse character and have him do an absolutely passable lip-synced version of Winston Churchill's June 1940 speech in AC. Then my son asked me what the exact point was ... :-)
  • This does a more than reasonable job: http://crazyminnowstudio.com/posts/using-mixamo-fuse-character-creator-with-salsa-with-randomeyes/
  • It's becoming seriously unbearable now!
  • Well, I just spent a great day working on my game in AC (and hence Unity), so still very much on the fence - but since I expect to make some heavy customisations at the code level anyway, why not move to an engine I'm more comfortable with for that …
  • Latest versions of Unity and AC work fine here - and the update ran without any problems for me - so it can be done!
  • Just to make it perfectly clear: I'm not planning to drop Unity and AC in general - I just think UE4 is a superior platform for this particular project.
  • Resurrecting this again ... I'm actually planning to move my main game project to Unreal Engine 4 once I've got the basic gameplay working with AC and Unity. AC is fabulously useful for getting something up and running quickly and I love it to bits …
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