The command GetPhonemeFromSpeechClip will help you get the data out of the speech clip (which is a clip on the animation mixer). Does that help?
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cmds/GetPhonemeFromSpeechClip.html On Wed, Nov 26, 2014 at 10:45 AM, Nicolas Esposito <3dv...@gmail.com> wrote: > Hi guys, > I'm trying to transfer some phonemes shapes from FaceRobot to Maya. > Main purpouse would be to extract all the phonemes from FaceRobot ( while > setting the lipsync ), transfer all the meshes to Maya, set them as > BlendShapes and be able to animated them via SDKs automatically, in order > to have a Blendshape facial animation driven automatically. > Once that is done I would be able to transfer the same blendshape > animation to different characters by changing the blendshape "master" with > the "Bake topology" tool. > > I'm having some troubles getting animation data ( curves/whatever ) from > the lipsync viewer. > > In the first attached image ( FR_1.jpg ) you can see the lipsync viewer > with the phonemes displayed together with the audio ( audio is the default > one from Softimage ). > If I edit the phoneme I can set the values manually. > The value, in the script editor ( FR_2.jpg ), is set, but I notice that > the phoneme is not listed with its name ( should be "ah" ) but with 0, > means that is listed as the first phoneme in the sentence. > So as you can see in the next image ( FR_3.jpg ) the phoneme "C" is listed > to be the 7th phoneme in the sentence, and so on... > > This is a big issue because what I would like to do is to get the value ( > 0 to 1 ) of the phoneme "ah" ( and all the others ) at runtime, so that > value will drive the Blendshapes in Maya. > > I also tried to see if the visemes list under the Mixer node ( see FR_4 ) > would give me some values, but as far as I can see nor the properties nor > the animation editor would give me a curve or values of that phoneme at > that specific frame. > > I'm also open to other solutions/suggestions ( maybe just bake the bones > animation, import them into Maya and create some scripts with > constraint/offset controllers in order to apply the lipsync to my character > inside Maya, but Blendshapes method looks faster and less complicated to > setup ).... > > Suggestions? > > Cheers > > > FR_1.JPG > <https://docs.google.com/file/d/0ByXsl1-14iQEQzBMdkJ6allfSms/edit?usp=drive_web> > > FR_2.JPG > <https://docs.google.com/file/d/0ByXsl1-14iQEUEQzcFlaYmJDSXM/edit?usp=drive_web> > > FR_3.JPG > <https://docs.google.com/file/d/0ByXsl1-14iQETXYwS1ZuSXc3bWs/edit?usp=drive_web> > > FR_4.JPG > <https://docs.google.com/file/d/0ByXsl1-14iQEODBvQlpCOHhkQkk/edit?usp=drive_web> > >