The plan to create the speech for the character was to use a voice recognition asset in Motionbuilder. This detects certain phonemes and links them to morph targets to make a character talk. Once I linked this up and created the animation for the body and face movement I exported it back out to 3ds Max. Once here I found that the animation for the face didn’t import. After numerous attempts and different strategies, I put it down to here being a bug in the software. This is the rendered Motionbuilder file that produced for Max.
I realized that the animation was far too long and would need to be cut down in the final edit.
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