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mach888888
Jul/11/06 01:00:17
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understanding mouth routing and interface...what is the definition of mouth routing? i dont understand the term.like say look at poser 6 template on the Morph routing tab. On the right side there are two columns. the first one says MouthOpen. If directlty to its right i just change it to NoseWrinkle, what am i telling the program to do? or if first column says mouthM and next column over i choose my own custom MouthS what am i telling program to do? whats relation between column 1 and column 2? thanks |
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jtrue

Asheville NC
Jul/11/06 10:41:33
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RE:understanding mouth routing and interface...Mouth routing is equating one mouth morph movement to another. PoserSpeak uses two main templates when animating your figure. The first is the old school Poser 4 figure style. You can see this by looking at the Poser head (male or female). Look at the morphs for the figure. Those morphs are the same as PoserSpeak template P4. The mouth routing is used to route the typical figure morphs to your actual figure morphs. This translation allows you to animate any character with the P4 template, regardless of your characters morph names. Example, You have a creature with two mouths. the second mouth is on your figure's forehead. With PoserSpeak you can route all of your speech action to the regular mouth except "MouthO" which you can route to the second mouth on your creature's forehead. The end result, is as you generate speech, if PoserSpeak moves the morph called "MouthO" it will instead move the mouth on your creatures forehead. Another example is the Poser cat. Since the cat does not have eye brows, you can still route the P4 template BrowLeft to move the cat's ears back and forth. You control this in the Morph Routing tab of PoserSpeak. In a nutshell, you use Morph routing to route morphs from the template (P4 or P6) to your character. The purpose of this is to allow you to use non-standard characters inside PoserSpeak. If you only use Vicki or Jessi (or any other standard Poser character) you can ignore the Morph Routing Window altogether. Hope this makes sense. jtrue |
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mach888888
Jul/11/06 14:36:03
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RE:RE:understanding mouth routing and interface...The p6 template does not have a MouthS in the left column. If i wanted to have a MouthS morph, can I only re-route the morphs you have on your p6 template to my custom MouthS? Or can I make my own template and have voice recognition system use my MouthS morph?Maybe you can explain how Poser Speak when playing back text matches the morphs to text. How does PoserSpeak know which morphs to use when the text is read or played? thanks |
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jtrue

Asheville NC
Jul/12/06 11:11:35
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RE:RE:RE:understanding mouth routing and interface...Yes you could make your own template. It involves making poses to match the 21 phoneme's the speech engine produces. The template poses are named 1-21 in your PoserSpeak/bin/P6 folder. !!!MODIFYING THESE POSES CANNOT BE UNDONE!!!! So please backup and proceed with extreme caution. If you break your PoserSpeak installation you will need to reinstall it from scratch.Anyways, here's a brief tour of doing it. Copy the folder PoserSpeak/bin/P6 and rename it PoserSpeakP6Phonemes and put it in your Runtime/libraries/Pose folder. Now you can open Poser and edit the poses 1-21 inside PoserSpeakP6Phonemes. When you finish editing, put the poses back into PoserSpeak (inside the P6 folder See warning above!). Posing the phoneme's is tricky business. The speech api uses the 21 phoneme's created by Disney. Here's the chart from the SAPI5 docs: SVP_0 = 0 'silence SVP_1 = 1 'ae ax ah SVP_2 = 2 'aa SVP_3 = 3 'ao SVP_4 = 4 'ey eh uh SVP_5 = 5 'er SVP_6 = 6 'y iy ih ix SVP_7 = 7 'w uw SVP_8 = 8 'ow SVP_9 = 9 'aw SVP_10 = 10 'oy SVP_11 = 11 'ay SVP_12 = 12 'h SVP_13 = 13 'r SVP_14 = 14 'l SVP_15 = 15 's z SVP_16 = 16 'sh ch jh zh SVP_17 = 17 'th dh SVP_18 = 18 'f v SVP_19 = 19 'd t n SVP_20 = 20 'k g ng SVP_21 = 21 'p b m Most of the work i have done in creating PoserSpeak was in translating these codes into poses for both P4 and P6 methods. If you want really good results in PoserSpeak, i say stick with the P6 template i created but increase your Poser framerate to 60fps and allow PoserSpeak a keyframe interval of 2 or 3.
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AndyH
Jan/15/07 10:19:57
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understanding mouth routing and interface...Hi jtrue,as the P4 morphs don't work very well with Victoria4 I tried to setup a new phoneme set. Based on a commercial V4 phoneme lib I created the 21 Disney morphs (fc2 files) as you advised and named them 00.fc2 to 21.fc2. Now the question is how to integrate them into poserspeak. As far as I understand the sets.txt file in P4 determines which of the morph targets are transferred into the poser figure. I tried to change the mouth section as required by my new phoneme morphs, however, these need much more than 8 targets. Can you please explain how to achieve this? Is it possible to have more than 8 targets, e.g. 50? |
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jtrue

Asheville NC
Jan/16/07 13:47:35
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RE:understanding mouth routing and interface...Good question. Can you send me a list of your morphs so i can take a closer look? You are on the right track for sure. You can email me your morph list via the help link above or post them in this topic.thanks, jtrue
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AndyH
Jan/20/07 05:01:19
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mouth routing from audio files...thanks for the offer. Due to the tight project timeline I've switched to a different approach. As I had to work from audio files anyway I've written a small tool extracting the phonemes from the audio track and writing the corresponding dial settings to a poser movie (fc2 with keyframe information).http://www.ccir.ed.ac.uk/~jad/phonemes.html shows how to get the phonemes and timing from an audio file. Works quite well for small amounts of speech and avoids the tedious task of adjusting the frame timing to the audio track. best regards, Andy
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