Tagged: Norman

Lip sync observations 16

Lip sync observations

Lip sync scared me for a long time but this was due to my lack of experience more than the actual job of animating lips and expressions to the audio.

For a while, I thought doing lip sync meant to choose a sequence of premade phonems and blend them more or less successfully as led to think by the Preston Blair animation book. To be fair, this is pretty much what you are supposed to do in most TV series but the result will always look very approximative and of low quality which is fine when your audience is preschool.

A good lip sync for feature animation should instead be done by focusing on other elements like the following:

1- open and close of the jaw
2- narrowing and widening of the mouth corners
3- asymmetry of the mouth (Mouth Left/Right, Rotation should blend shapes can help greatly for that)
4- lips roll
5- mouth Up/Down attribute to anticipate plosive sounds and create more contrast
6- lips translation, mainly drag for plosive phonemes such as Bb/Mm/Pp
7- appealing mouth corner arcs
8- good interaction of the tongue with the teeth and jaw
9- drag, overlap, rotation and translation of the jaw

A good rig such as the freely available Norman or Morpheus, despite the collapsing geometry for specific closed mouth shapes, should allow you to handle those criteria.

To illustrate this, here is a video I extracted from the Toy Story3 trailer and animated by Victor Navone. I added on-screen notes and a graphical representation of the audio waveform so you can compare the timing of the audio to the mouth shapes. (thanks Chris Cantero for the animation credits).

To read all the notes, save the video on your hard drive and play it frame by frame. Microsoft Windows users should play the video with KMPlayer to get the audio feedback while step framing.

I think one or two frames are missing for the bottom lip roll overlap but this should make it a very good start to your lip sync learning.

AnimationMoustacheFixBuzzNotes

As a side note, the final shot has been slightly altered in the theatrical release with Buzz holding Jessee’s left hand rather than her right, I would be interested to know what the reasoning was behind that decision. They are obviously going for a tighter shot so we can focus on Jessee’s reaction but I don’t like her new pose much as her arm gets in the way and is buried in her silhouette. Here is a screenshot from Victor’s Toy Story 3 showreel.

I hope you like it, I have a James Baxter pencil test coming up next.

Related posts:
Norman FK world aligned spine
World orient head and shoulders
What is AAU
KM Player best video player ever!

World orient Head and shoulders 7

World orient Head and shoulders

Nope, that’s not an advert for cosmetics, I just wanted to draw people to two great rig features I can’t live without nowadays: World orient Head and shoulders.

To tell you everything, I also use a complete world orient spine but I will post about this an other time.

In the past I didn’t mind spending countless hours redoing my animation while in polish or even counter-animating things but after few years of production experience, I have adopted some new workflows that are necessary in that type of environments.

Being able to layer finer levels of polish on every part of the body (spine included) at a very late stage, without destroying a head or arm motion is such a helper.

Word orient attributes (Align on the abAutorig) have now become my best friends and if you still don’t know what they are, let me show you an example using Norman

The good thing about that feature is that the curves always make sense in my graph editor. Everything is completely independent from any hierarchy.


With Josh Burton’s Morpheus rig, you would need to set the m_neck_IK__anim parent attribute to m_neck_FK_Cntrl and Follow to all_anim

 

 

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The Walk challenge – A contest 02 6

The Walk challenge – A contest 02

update Wednesday 13th

Took on board some feedback, rough revision before going to work.

Monday 11th update:

As I implied few days ago, I don’t think that shot has much entertainment value but I will stick with it since there is no time to change the idea entirely.

Here is the full blocking. The head should be rotating towards the women earlier but I don’t really want to mess with my constraints for the moment.

Related posts:
The Walk challenge – A contest 01 – Layout