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>
> ​
>

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