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adamsteinpdx
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adamsteinpdx
Posted 5 Years Ago
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I'm having difficulty getting my unreal animations to sync to the original audio. My work flow is...
Record a video of my performance for face capture Send that video to Faceware (via manycams) for mocap. Clean up the mocap and add a (mixamo) body animation Record into UE4 as described in the tutorial... The UE4 animation is always too fast and doesn't sync w/ the wav audio file I extract from the original video. It's always a bit too fast so that I don't quite notice it at the beginning but it's way out of sync by the end of the clip (45 seconds)
I'm getting better results without recording the Audio into UE, which is difficult enough to be it's own thread. Iif I can just get the animation synced then I can use the original audio file, which is my preference.
Any advice or suggestions would be most appreciated. Cheers.
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kenmatthews
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kenmatthews
Posted 5 Years Ago
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Hello Adamsteinpdx, I had a similar problem some time ago, nothing to do with animation, more to do with editing a film. It turned out my problem was the film was recorded with a variable frame rate and the audio was not synced with it. The solution, at the time, was to convert the video to a fixed frame rate and then sync it. It worked. I do not know if that is of any help, but it would appear that you may be having a similar problem... Best regards. Ken.
The more I learn, the more I realise, I know nothing!
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StyleMarshal
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StyleMarshal
Posted 5 Years Ago
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planetstardragon
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planetstardragon
Posted 5 Years Ago
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the only way to truly sync audio and video is with SMPTE Time Code - many systems don't use this - as a result you will get varying results depending on how much the system was taxed during any given process. The point of my comment is to address this in your workflow - for example, try to make sessions where accuracy in timing / recording is important light so the audio / visual sync doesn't drift otherwise if your video is being taxed more than your audio, it will inevitably drift without Smpte.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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adamsteinpdx
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adamsteinpdx
Posted 5 Years Ago
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Thanks for the advice. It's not an issue w/ the original video because it plays back in sync in iClone before the export to UE.
SMPTE would be amazing but I'm just trying to sync the start within a half second or so and then line it up manually when editing in Premiere. The sync issue is that while the character talking and voice audio start at the same time, the 45 second animation ends about 5 seconds before the audio ends. The animation plays all the frames, just faster than the recording.
I'll keep plugging away and update on my progress. Advice is still most appreciated. Maybe I can stretch out the animation in UE? Not an ideal fix but we do what we can.
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planetstardragon
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planetstardragon
Posted 5 Years Ago
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well if the problem is just in unreal, maybe unreal time code can help ? https://docs.unrealengine.com/en-US/Engine/ProVideoIO/TimecodeGenlock/index.html
☯🐉 "To define Tao is to defile it" - Lao Tzu
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kungphu
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kungphu
Posted 5 Years Ago
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adamsteinpdx (5/30/2020) Thanks for the advice. It's not an issue w/ the original video because it plays back in sync in iClone before the export to UE.
SMPTE would be amazing but I'm just trying to sync the start within a half second or so and then line it up manually when editing in Premiere. The sync issue is that while the character talking and voice audio start at the same time, the 45 second animation ends about 5 seconds before the audio ends. The animation plays all the frames, just faster than the recording.
I'll keep plugging away and update on my progress. Advice is still most appreciated. Maybe I can stretch out the animation in UE? Not an ideal fix but we do what we can.
Just follow what Bassline posted above. Ignore the step in the Unreal Livelink tutorial of setting fixed frames. Leave it unchecked. They changed the way the sequencer works and it fouls everything up in fixed frame mode for the lack of better words. Leave it unchecked and everything is lined up with iclone no probs. Do change the framerate in Sequencer to 60fps once you get the vid in there to match iclone and sequencers frames if you already have camera cuts in iclone. I usually do a rough camera cut with the switcher in iclone and then use the frame numbers from iclone as a reference in Unreal. Hopefully that makes sense?
My "NEWEST" Latest:) Movie Made With Amaaaazing iClone
—> High Noon”ish” in Narrow Valley<—
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