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Message
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3DChick
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3DChick
Posted 6 Years Ago
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Group: Forum Members
Last Active: 8 hours ago
Posts: 411,
Visits: 1.9K
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That is amazing! So, so well done--you really feel the older guy's despair. And thank you for the tips--I'm actually very glad those are both Mac friendly apps. I can animate on the Windows, and do the voice on my Mac, which helps my workflow (and finding things). :-)
____________________________________________ Life-long learner and having waaaay too much fun with iClone! Youtube Channel: 3DChick Book Covers: www.significantcover.com Largely Unfinished Fiction: www.nemontgomery.com
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IO1
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Group: Forum Members
Last Active: Last Year
Posts: 76,
Visits: 371
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Thanks Garry i'll check your site out.
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garrypye
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garrypye
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 211,
Visits: 1.0K
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As always, Anita covered everything perfectly. The only thing I can add is how much I agree with her about whether you want a professional sound to your dialogue. If you do, then definitely check out professional voice actors. When I started I used to record my own voices or get my friends to do it. Now I use professional voice artists on every project, and looking back on the early work, you can see what a HUGE difference it makes. If you want any recommendations for good quality voiceover artists who are professional and fun to work with, drop me a line at garrypye@bigpond.net.au and I'll introduce you to some folks that will love to help,
Garry Pye www.facebook.com/garrypyeanimations?ref=bookmarks
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Tarampa Studios
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Tarampa Studios
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 498,
Visits: 4.9K
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... Thanks Tarampa there is a lot in this i hadn't consisdered at all. I was thinking of using Fiver voice-over artists for my present project, a lot of the demos they give as examples have the voices sounding how i need them so it seems ideal and also affordable. I'll need to check out the legal stuff too so that that isn't a future headache. I'm curious what you use iclone for in a professional capacity if you dont mind me asking.
Don't mind at all. I wrote this post yonks ago to show how hungry the book industry was... and still is...: https://forum.reallusion.com/240114/Top-10-Tips-on-how-to-market-your-art-as-book-covers Then on my Youtube channel there's a few commercial samples of last year's big effort; * Ads for local businesses, hospitals & a specialist environmental education school * The first season of a short web series of STEM Toons commissioned by my state government ... They liked it so much they want to commission the second season too, but I'm neck deep in animation for a feature film that's giving me headaches... long story short; all the live actors and locations were filmed on RED cameras in 8K in a file format that's not directly compatible with anything from RL. So while iC7 is rendering the avatars and other animated props for that, I'm also using my laptop to render special toonshader settings which sell like hotcakes on several websites. And next month, I'm launching something really big - hopefully - which I'll be announcing on my facebook page first I think. RE Fiverr; Yes!!! Some of these voices for my webseries came from Fiverr. It's an awesome source for high quality voice talent.... so is www.starnow.com where you can often get student volunteers too if you need them. If you're in Australia, you can use Starnow.com.au instead (or as well.) Or else I can highly recommend this page of voice actors collated by Garry Pye, who have already done great work for several friends in both 2D and 3D animation; :D
Anita, aka "Bleetz" the Toon Wrangler @ Tarampa Studios SYS: Win 8.1, 64-bit, i7-4770 CPU @3.4GHz, 32GB RAM, Intel(R)Graphics 4600 & nVIDIA GTX1060 TI
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IO1
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Group: Forum Members
Last Active: Last Year
Posts: 76,
Visits: 371
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Tarampa Studios (2/21/2019) I think it also depends how professional you aim to be, and if you wish to establish good habits from the start...
eg I admire directors who choreograph their scenes to music, so explosions and other sound effects fit more naturally and enhance the viewing experience..
So I start with a rough blocking of character actions to music, and with dialogue in the subtitles (because for the projects I sell it is a legal requirement to have internationally compliant sub-titles, and so I can see when dialogue or voice tracks need to be trimmed... youtube is also being pressured for all uploads to become compliant for the deaf community and I personally prefer to ensure the quality of my subtitles does not compromise the visual and sound experience... youtube auto subtitling is atrocious and most of the cheapest subtitling services are also terribly inaccurate, even when done for major studios!!!).... then I can also tweak the dialog so it fits the timing of the action and sound track...
Note: using text to speech for the first draft means I can also record draft expressions but I always mute the computer voice, leaving expressions and subtitles...
Then I send a silent render of the scene with draft expressions and subtitles to the actors so they can see the emotional requirements and timing better so they can record their voices more effectively... but I make sure they know that lip syncs are only very rough and will be perfected later to suit their specific nuances... or perhaps facially mo-capped but thats another story, because I prefer another method over mo cap....
Knowing the wordcount for your voice tracks also helps me budget payments for voice tracks more accurately in accordance with standard industry rates for non-union actors... and as an indie I try to work with actors directly so I dont have the additional expenses of their agents... and also so I can quote and get agreement on cost of their voices, laughs and other utterances written into their talent release form BEFORE they record so there's no messy negotiations or arguments later.
If you dont get those agreements locked down you can be disqualified from film festivals and makes it much harder to sell your work through many commercial distributors later... without the agreements locked down, you cant get paid as big an advance coz the distributor can charge legal expenses for locking down agreements ... and if voice actors argue with them you may be forced to do allthe extra work to replace them with a more compliant... or more famous... actor... but thats another story too...
Actors are also more likely to sign their agreements and return them up front (when they send in their sound tracks) than trying to chase them later.
So it is my company policy to use local talent as much as possible, so I can also meet them at a local radio station or uni sound studio to record their voices professionally myself. I have credit acknowledement greements with both locations so the use of their pro sound recording facilities doesnt cost me anything. Maybe you have that option in your local area too?
Otherwise if the voice talent live too far away (my last series included voices of real scientists on location everywhere from antarctica to the flanks of live tropical volcanoes - which also means they could send me one minute of ambience recorded on location at no extra cost)....
Then upon recieving 3 takes of their voices, I cut-n-paste the best of each take in my editor... taking care to tweak the micro seconds between each word and clean up the audio...
Then render the audio-only voice tracks separately for each actor, load them into iClone characters and perfect each lip sync which usually also means repairing expressions...
Then I recompile it all in my editor, delete the iclone rendered sound track and restore all the separate tracks for voices, music, ambience and sfx so they can be polished better during final pass of sound engineering in a way that is also compliant with the needs of your distributor for cinema/tv/web distribution etc.
Im still on that steep learning curve myself, so for the highest paid jobs I send the final project to a pro sound engineer or lend it to my local uni for teachers to coach students on final stages of sound engineering.
At that stage even a famous sound pro can be quite cheap - eg final sound engineering for each 10 minutes of film, where you have taken care of most tracks yourself only costs about a tank full of diesel for a 4wd... in my experience at least.
Perhaps if you want a checklist for final sound engineering it would be great to hear everyone's suggestions. eg I would start the checklist with:
*removing any hiss etc from sound that had to be recorded on location. * avoiding or repairing echoes * sound mastering to 0dB * trimming/cleaning the micro silences between each word polishing music - especially at each scene transition...
but there are quite a few more that I am only just starting to learn myself.
Either way, good luck!!
Thanks Tarampa there is a lot in this i hadn't consisdered at all. I was thinking of using Fiver voice-over artists for my present project, a lot of the demos they give as examples have the voices sounding how i need them so it seems ideal and also affordable. I'll need to check out the legal stuff too so that that isn't a future headache. I'm curious what you use iclone for in a professional capacity if you dont mind me asking.
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AutoDidact
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AutoDidact
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 2.1K,
Visits: 13.6K
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I recognized the male voice from Autodidact's clip. It is from Acapela, which is also available online at https://acapela-box.com/AcaB So maybe Apple licensed those voices. Their British voices are quite good.."
Wow, Good ears sir!! You are correct , the med-droid voice is "Graham" from Acapela. and the British female Doctor is "Lucy"
I have them all: the British, German,Arabic and Spanish accents
The, Mac only, Ghost reader software has a really good TTS engine although some words have to be spelled phoneticly to get the right pronunciation
Voice acting is typically the "show stopper" for us one man operations trying to make films with multiple actors of both genders.
But with Morphvox, Ghost reader,and my own acquired skills at North american and European accents (learned from youtube tutes), I am making it work for My current project now 64 minutes long.
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animagic
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animagic
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 15.8K,
Visits: 31.3K
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Tarampa Studios' contribution jogged my memory. For my last completed film, I also used TTS voices first and then showed the result to the actors, which I recorded in a local public access studio. It was not free but cheap enough. So sometimes it helps indeed for the talent to see a cut of the movie. I also like recording them face-to-face rather than doing it online. So that is what I do in general; I do the initial version of the movie using TTS. It gives me an idea whether the dialog sounds right or needs rewording, for example. Even though I work from a script for longer movies, I start creating scenes before everything is completely written down, just to stay inspired. This is one advantage of being independent and having no particular time constraints. No-one is waiting for the movie to be finished. I recognized the male voice from Autodidact's clip. It is from Acapela, which is also available online at https://acapela-box.com/AcaBox/index.php. So maybe Apple licensed those voices. Their British voices are quite good.
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Tarampa Studios
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Tarampa Studios
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 498,
Visits: 4.9K
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I think it also depends how professional you aim to be, and if you wish to establish good habits from the start...
eg I admire directors who choreograph their scenes to music, so explosions and other sound effects fit more naturally and enhance the viewing experience..
So I start with a rough blocking of character actions to music, and with dialogue in the subtitles (because for the projects I sell it is a legal requirement to have internationally compliant sub-titles, and so I can see when dialogue or voice tracks need to be trimmed... youtube is also being pressured for all uploads to become compliant for the deaf community and I personally prefer to ensure the quality of my subtitles does not compromise the visual and sound experience... youtube auto subtitling is atrocious and most of the cheapest subtitling services are also terribly inaccurate, even when done for major studios!!!).... then I can also tweak the dialog so it fits the timing of the action and sound track...
Note: using text to speech for the first draft means I can also record draft expressions but I always mute the computer voice, leaving expressions and subtitles...
Then I send a silent render of the scene with draft expressions and subtitles to the actors so they can see the emotional requirements and timing better so they can record their voices more effectively... but I make sure they know that lip syncs are only very rough and will be perfected later to suit their specific nuances... or perhaps facially mo-capped but thats another story, because I prefer another method over mo cap....
Knowing the wordcount for your voice tracks also helps me budget payments for voice tracks more accurately in accordance with standard industry rates for non-union actors... and as an indie I try to work with actors directly so I dont have the additional expenses of their agents... and also so I can quote and get agreement on cost of their voices, laughs and other utterances written into their talent release form BEFORE they record so there's no messy negotiations or arguments later.
If you dont get those agreements locked down you can be disqualified from film festivals and makes it much harder to sell your work through many commercial distributors later... without the agreements locked down, you cant get paid as big an advance coz the distributor can charge legal expenses for locking down agreements ... and if voice actors argue with them you may be forced to do allthe extra work to replace them with a more compliant... or more famous... actor... but thats another story too...
Actors are also more likely to sign their agreements and return them up front (when they send in their sound tracks) than trying to chase them later.
So it is my company policy to use local talent as much as possible, so I can also meet them at a local radio station or uni sound studio to record their voices professionally myself. I have credit acknowledement greements with both locations so the use of their pro sound recording facilities doesnt cost me anything. Maybe you have that option in your local area too?
Otherwise if the voice talent live too far away (my last series included voices of real scientists on location everywhere from antarctica to the flanks of live tropical volcanoes - which also means they could send me one minute of ambience recorded on location at no extra cost)....
Then upon recieving 3 takes of their voices, I cut-n-paste the best of each take in my editor... taking care to tweak the micro seconds between each word and clean up the audio...
Then render the audio-only voice tracks separately for each actor, load them into iClone characters and perfect each lip sync which usually also means repairing expressions...
Then I recompile it all in my editor, delete the iclone rendered sound track and restore all the separate tracks for voices, music, ambience and sfx so they can be polished better during final pass of sound engineering in a way that is also compliant with the needs of your distributor for cinema/tv/web distribution etc.
Im still on that steep learning curve myself, so for the highest paid jobs I send the final project to a pro sound engineer or lend it to my local uni for teachers to coach students on final stages of sound engineering.
At that stage even a famous sound pro can be quite cheap - eg final sound engineering for each 10 minutes of film, where you have taken care of most tracks yourself only costs about a tank full of diesel for a 4wd... in my experience at least.
Perhaps if you want a checklist for final sound engineering it would be great to hear everyone's suggestions. eg I would start the checklist with:
*removing any hiss etc from sound that had to be recorded on location. * avoiding or repairing echoes * sound mastering to 0dB * trimming/cleaning the micro silences between each word polishing music - especially at each scene transition...
but there are quite a few more that I am only just starting to learn myself.
Either way, good luck!!
Anita, aka "Bleetz" the Toon Wrangler @ Tarampa Studios SYS: Win 8.1, 64-bit, i7-4770 CPU @3.4GHz, 32GB RAM, Intel(R)Graphics 4600 & nVIDIA GTX1060 TI
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IO1
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Group: Forum Members
Last Active: Last Year
Posts: 76,
Visits: 371
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Thanks for so many amazing answers guys. Now i feel like i have enough info to takle this part of my project with confidence.
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thedirector1974
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thedirector1974
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 783,
Visits: 5.2K
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If you have voice actors, the usual way is to write the script and then let the voice actors record their lines. When you got the recorded lines, you should cut every sentence into a piece of it's own. So you have the possibility to choose your timing. After that you load each sentence in the scene and then you can animate everything. Every other sound effect will be added later, when you eidit you animtion with your editing software.
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