To be clear... just for practice...
I've made 3DX EE profiles for different face rigs so far
G5 G6 CC Genesis1/2 even marked around with 'Dishonored' freebie
My finding...
Lipsync is still a huge issue because of these inter-related factors:
1.
Character Creator produced avatars with mismatched mouth weight
I have kept my 100% made-in-CC female
very very GENERIC in shape.
Referenced to Natalie for good practice
Pic shows WOO turned to 100% on the same viseme key in timeline.
That's why I said we should not design character faces BLIND without facial poses/ anim.
This is why I said WE NEED
AUDITION MOUTH POSES within CC.
CC's "Mouth Open" audition is insufficient; it's just eee to show teeth
To get CC viseme to match default profile and mouth weight
We need Ah, Woo, TLD, BMP inside CCEven some facial animation presets
Parametric character creation basics.
Every Genesis I create in Daz Studio
I run them through vowels and expressions before Iexport for further morphing
The whole point of new "improved" CC lip tongue accuracy
will be MOOT - if non-extreme CC avatars pronounce Ooo as Ahhh!
Next
If users wish to morph non-generic, as in EXTREME face morphs...
Which, is in HUGE demand
We will need custom CC viseme profile
But there remains the unsolved puzzle
Problem No.2 :
How to access CC's traditional style viseme morph?It seems to exist but hidden somewhere, according to Timeline Viseme Lip Editor?
Or
Is editing the Explosive/ Africates etc enough to do corrective CC mouth morphs?
Questions, questions...
>>> Indie Generalist modeler-rigger-animator <<< Hardware: AlienWare i7-HK 32G GTX1080 2T-SSDs BenqSW320 Wacom-Intuous 3Dconnexion ||| Software: IC6 Pipeline - CTA3 Pipeline - ATK2 - Indigo ||| Zbrush4R8. Blender 2.79. DazStudio 4.9. Carrara. Poser. Octane.
Edited
9 Years Ago by
Bellatrix