View Full Version : How to make custom animations?
Kojam
August 2nd, 2010, 03:57 PM
I figured out how to open the marine 3d model in 3ds max, and I want to make an animation of him talking, I just want the mouth to move. I figured out how to make the mouth move by selecting the polygons of the lip and adjusting the z axis. So what is the next step to making the moving mouth an actual animation I can do in the game?
Inferno
August 2nd, 2010, 08:19 PM
Halo has built in lip syncing. You just have to compile a sound with mouth data and then use the play_sound_impulse on a biped or ai actor.
Higuy
August 3rd, 2010, 12:43 AM
If he's an object or AI, you can do ai_conversation and add lines into the scenario. Then just tell the script when to play it on that encounter/object.
BTW, does anyone know if you can control the volume of the voice in AI Conversations?
Inferno
August 3rd, 2010, 12:47 AM
Set the gain to 2.
Kojam
August 5th, 2010, 03:10 PM
Halo has built in lip syncing. You just have to compile a sound with mouth data and then use the play_sound_impulse on a biped or ai actor.
Can you elaborate a little more though, how do I compile a sound with mouth data.
CrAsHOvErRide
August 5th, 2010, 03:19 PM
n1 inferno
Higuy
August 5th, 2010, 04:21 PM
You don't compile a sound with mouth data.
Dialouge sounds need 22hz, 16bit, mono as there settings. Render that, import it like any other sound file. Set the type to "Script_dialouge_ player", set up all the other settings as regular, recompile. Then do the AI_conversation, and you'll be good to go.
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