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Re: More fun with Biped swaps (part 2)
Posted By: Miguel ChavezDate: 12/18/06 9:49 a.m.

In Response To: Re: More fun with Biped swaps (part 2) (RVideo)

: Well, for the dialogue, there are two sets of data. The first set is of
: course the audio track itself. The second set is the animation data that
: moves the mouth (and eyebrows and other parts sometimes) that are designed
: specifically for that dialogue.

: When a specific audio track is triggered, a secondary trigger (animation
: call) goes into action to animate the character to which the dialogue is
: assigned.

: If, for example, you tried to inject or replace some random voice over
: Pentinent Tangent's lines. In the video example, you saw Cortana's model
: animate when the dialogue's animation was called, specific to Pentient
: Tangent's audio (pre determined..not dynamically interpolated). Cortana
: would appear to 'speak' the original dialogue even though the new audio
: may be totally different.

: The audio track, the animation call and the character are all married so to
: speak. The only way to make a new character speak another's dialogue is to
: swap the properties of the original character. Thus, the engine is tricked
: into thinking that it is mapping out the animations for Sarge, for
: example, when it is actually rendering the white Elite.

: Could you imagine if there was an easy, user toolkit to map out any dialogue?
: Im no expert by any stretch, but I am sure that dialogue animations are
: complex and difficult, even for professional software engineers.

: Maybe in the distant future, there will be user toolkits to allow for custom
: dialogue animation creation.

: Now THAT would take machinima to a whole new level.

When I first saw these anims a while back, it became pretty clear to me that Bungie took considerable time and effort to create a phonetics API of some kind (unless, like Havok, it already exists out there for licensing) which means all dialogue has to be translated from plain-english to whatever special scripting is required.

Another interesting thing... how many actual mouth movements exist? It would have to be a universal set, in some manner, otherwise you couldn't transpose one character's dialogue to another without it looking really weird. Instead it's all silky-smooth. Kudos Bungie! (or whoever specifically programmed all that loveliness)


Message Index




Replies:

More fun with Biped swaps (part 2)RVideo 12/18/06 12:20 a.m.
     Re: More fun with Biped swaps (part 2)sgtsmiles 12/18/06 1:43 a.m.
           Re: More fun with Biped swaps (part 2)RVideo 12/18/06 2:26 a.m.
                 Re: More fun with Biped swaps (part 2)Miguel Chavez 12/18/06 9:49 a.m.
                       Do they walk?Jillybean 12/18/06 1:02 p.m.
                             Re: Do they walk?Dojorkan 12/18/06 1:32 p.m.
                                   Re: Do they walk?Jillybean 12/18/06 1:53 p.m.
                                         Re: Do they walk?Dojorkan 12/18/06 2:04 p.m.
                                               Re: Do they walk?Jillybean 12/18/06 2:05 p.m.
                             Re: Do they walk?RVideo 12/18/06 3:51 p.m.
                                   Re: Do they walk?The More Deluded 12/18/06 3:55 p.m.
                                         Re: Do they walk?RVideo 12/18/06 3:59 p.m.
                                   Re: Do they walk?Dojorkan 12/18/06 5:15 p.m.
                                         Re: Do they walk?RVideo 12/19/06 7:33 a.m.
                                               Re: Do they walk?Dojorkan 12/19/06 8:19 a.m.
                                                     Re: Do they walk?RVideo 12/19/06 8:39 a.m.
                                                           Re: Do they walk?Dojorkan 12/19/06 9:19 a.m.
                 Re: More fun with Biped swaps (part 2)Dojorkan 12/18/06 1:36 p.m.
     Re: More fun with Biped swaps (part 2)Bodie 12/18/06 6:35 a.m.
     Re: More fun with Biped swaps (part 2)PsychoRaven 12/18/06 2:04 p.m.
     ROFL!Fires7orm 12/18/06 7:12 p.m.



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