Hello. I was wondering if anyone knows of any resources for a more defined phoneme mapping, especially one which uses the phoneme blend shapes available with a purchased evolver pro character.
Thanks.
It seems whenever I try to add a response on post I created it gets marked as spam. I'll repost what I replied here.
Perhaps I did not import my character properly. I have several unused morph target nodes with FaceFX phoneme names which are unused and was looking for a mapping which would make use of these. Some examples with the prefix removed are: H_EST_h, Ax_E_h, AE_AA_h, etc. Each also has it's appropriate tongue morph target as well. If I am doing something wrong could you please point me in the right direction for tutorials or documents covering this.
Thanks
When setting up the Evolver Sample content, we decided to use our default mapping, and convert the default mapping curves to the Evolver morph targets in the Face Graph. Is there a reason that this approach will not work for you?
With a bit of python scripting, you could create a mapping that would produce identical results to the sample character. Animations would have more curves in them, and the curve names are a but unwieldy with the blendShape deformer name built in and so forth, but it's definitely possible.
convert the default mapping curves to the Evolver morph targets in the Face Graph
Hi Cecilia,
Not sure if this is a question, but if you are confused by that phrase, open up the Evolver sample content and notice how the "open" FxCombinerNode drives the morph targets that open the teeth and mouth. We did the same thing for all of the Default Mapping Targets...create a combiner node to receive the curve, then link that combiner node up to the appropriate morphs to create the correct shape (the create combiner node from sliders feature was very helpful with this because it allows for a visual experience)