How do I create a LIP sync for imported wav files?

Post » Thu Jun 21, 2012 1:12 pm

Hello,

I have some wav files with speech in them and I would like to generate LIP sync for them to be used in dialogue.

For reference I was reading this:
http://www.creationkit.com/How_to_generate_voice_files_by_batch

Now I have created a "VoiceType" and according to this:
http://www.creationkit.com/Adding_Voice_Intermediate_Tutorial
It is supposed to create a folder structure similar to:
Data\Sound\Voice\myModName.esp\myVoiceType\
But for me there is no folder created

I have my test npc created, along with a test quest. In there I created a new info (condition - getisID = myNPC == 1) with a new response with only my new voicetype in there.

If I don't specify a sound file in the response then it seems to auto generate a voice file name, for example:
rliTestQuest01__000012D9_1

Then in the voicetype section it has just my new Voice Type and the path is:
Data\Sound\Voice\myModName.esp\myVoiceType\rliTestQuest01__000012D9_1.xvm

Now I have checked that folder (which didn't exist so I manually created it) and there is no xvm file in there. I presume that the game will look for it when running.

--------------

So from this point, I have my WAV files ready to go but what do I need to do to get the game to play them and also have a lip sync along side it?

The guide at the top of post says you have to convert the wav file into a xvm file using "CreationKit.exe -GenerateLips:YourMod.esp". Well the creation kit fires, it gives no error message but it also doesn't give me any xvm file. I dunno how its supposed to know where the wav files are cos I haven't told it.





Sorry sounds like rambling but I am completely confused; there doesn't seem to be any decent guides on the wiki for this.
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john page
 
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Post » Thu Jun 21, 2012 11:33 am

OK just an update to the above. I created a copy of my wav file, changed the name to "rliTestQuest01__000012D9_1" and used this handy tool to convert it into an xvm file:
http://skyrim.nexusmods.com/downloads/file.php?id=3159

In the response dialogue I took off the sound file I had specified and instead just left the auto generated voice file name "rliTestQuest01__000012D9_1". Tested and in game the NPC speaks the line as expected, of course there is no lip movement at all.

Does any one know how to generate the lip sync? Is it a seperate file or something?
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krystal sowten
 
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Post » Thu Jun 21, 2012 5:19 pm

The CK can't generate using the command line as it says above. That function is broken for some reason. But there are other ways:

If your dialogue is in the proper filepath, you can either open the dialogue info window (Where you type the actual subtitles), and click the voice type you want (Probably only one of them), select 'From Wave' then say Generate Lip. Or, if you have a LOT of lines to do, then make sure they are all in the proper place, and click Gameplay on the top toolbar, then Facial Animation, then say yes. This will regenerate LIP files for ALL lines with loose waves. However it runs through every single line of dialogue in Skyrim as well (Though it doesn't make or change any files for it), so it takes my computer about 12 minutes to do. But when it's done, every single one of my over 1000 dialogue lines has a nice shiny LIP file.
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Bambi
 
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Post » Thu Jun 21, 2012 7:01 am

If you get the bug that keeps CK from using .wav files you'll need to "Fuzify" your recording.

Use this utility and follow their instructions....if you find you need it:

http://skyrim.nexusmods.com/downloads/file.php?id=9797

Cheers!
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Susan Elizabeth
 
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Post » Thu Jun 21, 2012 7:01 am

The CK can't generate using the command line as it says above. That function is broken for some reason. But there are other ways:

If your dialogue is in the proper filepath, you can either open the dialogue info window (Where you type the actual subtitles), and click the voice type you want (Probably only one of them), select 'From Wave' then say Generate Lip. Or, if you have a LOT of lines to do, then make sure they are all in the proper place, and click Gameplay on the top toolbar, then Facial Animation, then say yes. This will regenerate LIP files for ALL lines with loose waves. However it runs through every single line of dialogue in Skyrim as well (Though it doesn't make or change any files for it), so it takes my computer about 12 minutes to do. But when it's done, every single one of my over 1000 dialogue lines has a nice shiny LIP file.

Thanks, it took a bit of fiddling but yes it does work (at least for a single file - i haven't tried the batch job yet) and when speaking the NPC mouth is now moving.


If you get the bug that keeps CK from using .wav files you'll need to "Fuzify" your recording.

Use this utility and follow their instructions....if you find you need it:

http://skyrim.nexusmods.com/downloads/file.php?id=9797

Cheers!

I am confused, can this tool take a wav file and create the required xvm and lip files in a single action? The wiki link i posted at the top also makes reference to "fuz" files but I don't know why they are needed or how they are referenced since the editor is looking at "xvm" files.
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Jessica Lloyd
 
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Post » Thu Jun 21, 2012 11:48 am

I am confused, can this tool take a wav file and create the required xvm and lip files in a single action? The wiki link i posted at the top also makes reference to "fuz" files but I don't know why they are needed or how they are referenced since the editor is looking at "xvm" files.
No. That tool turns Wave into Xwm, then if you already have the lip file (Which must be made with the CK using the process I describe above) it packs the xwm and lip together into a fuz file. A fuz file is simply an XWM and LIP file for one line combined into a very small and effecient file for the game engine.
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Andrea Pratt
 
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Post » Thu Jun 21, 2012 6:24 pm

I am confused, can this tool take a wav file and create the required xvm and lip files in a single action? The wiki link i posted at the top also makes reference to "fuz" files but I don't know why they are needed or how they are referenced since the editor is looking at "xvm" files.

All I do to make things work is run the Unfuzer app and click on the path to select the wav or XWm file. Click the "Process Lip Files" box and push the "Refuz (Wav->Xwm->Fuz) button...easy peasy

+ what Alexander says :)
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Bonnie Clyde
 
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Post » Thu Jun 21, 2012 11:44 am

Ok thanks for help guys, I now have quite a bit of voiced and fully lip synced dialogue working :D
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Nomee
 
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