You have to loop and call GetPhonemeBlendFromSpeechClip for each frame; the frame is the third parameter.
The script sample from the documentation doesn't print all 13 properties from returned from GetPhonemesFromSpeechClip, it just prints the first three. I mean, it's not looping over the attributes or anything, it's literally printing the table's index 0, 1, and 2. Also, before going into this too deeply, I would suggest looking at the export options for Face Robot. try export animation rig http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/face_export_ExportingAnimationRigs.htm you'll need to have crosswalk for maya though (i.e. dotXS import) On Thu, Nov 27, 2014 at 3:33 AM, Nicolas Esposito <3dv...@gmail.com> wrote: > Hi Luc-Eric, > Yes! That is exactly what I was looking for!!! > Actually going thru the SDK page I found out that there is also a > "SIExtractPhonemes" script and a "GetPhonemeBlendfromSpeechClip" script > which work. > > Couple of question, since I'm very unfamiliar with scripting ( except when > it comes to copy&paste existing script :D ) > > The script "GetPhonemeFromSpeechClip" says that it'll get 13 attributes ( > start-end time, phoneme weight, shape weight, and so on ) but if I run the > script ( the VB example ) I get just what you see in the attached image ( > so just the start-end time and the phoneme ), while using the > GetPhonemeBlendFromSpeechClip I get the phoneme weight at that frame. > > Couple of things: > - I would like to use the first script ( get phoneme from speech clip ) to > gather all the informations about time and weight of every single phoneme, > but some informations are missing when I run the script and I don't know if > I'm doing something wrong or if I need to add something ( actually mixing > the script with the GetPhonemeBlendFromSpeechClipè kinda works ) > - I would like to modify the GetPhonemeBlendFromSpeechClip in order to > gather all the values for each frame, instead only at the current frame > you're on the timeline. > - It would be possible, after I run the script, to gather the > informations/separate them in an usable way? Consider that I would like to > link the weight value of each phoneme to a null, so I get values from 0 to > 1 for each frame, and I can bake the results from it. > > Cheers > > Nicolas > > > 2014-11-26 21:26 GMT+01:00 Luc-Eric Rousseau <luceri...@gmail.com>: > >> >> 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> >>> >>> >> >>