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What is lipsync?
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Methods to Animate Lipsync
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Animated texture maps.
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Bones
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FFD (Free Form Modifier)
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Weighted Morphing
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Motcap
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vTracker
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Lipsync Software
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2-Frame Rule
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The sound should lag 2 frames behind the key frames i.e the action should happen, then followed by the sound.
However, most novice are misled by the speed of light and sound
theory.
Reasons for the 2 frames lag is:
The above 2 reasons
debunk the old "sound is slower than light" theory for
lipsync. Also, because conversation happens in such close
distance, the difference in speed of light and sound is not noticeable.
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Example 1
Try saying "you", notice that you actually pucker up before your
lung pushes air out to create the
sound. This is actually true for most if not all phonemes!
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Example 2
Now, try saying the letter "k", notice that first, you make a mouth shape "kh" then as the air comes out from your
lung, your mouth opens slightly and transforms to an "ay"
shape.
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Phonemes
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The smallest phonetic unit distinguished by the
speakers of a particular language. Every phoneme dictates an unique
mouth shape to produce a specific sound.
To animate lipsyncing in 3D animation, phonemes
are modelled and often referred as sound shapes or morph
targets.
These morph targets are animated against the dialogue to make the
character appears to talk.
There are 9 basic phonemes in English that most
people use. However, some
animators will breakdown the phonemes further into 13 or more.
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Vowels











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Common Approach
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Create morph targets.
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Listen to the dialogue.
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For every phoneme you hear, move the slider of the morph target
to
100%.
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Make a preview of the lipsync animation.
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Watch the mouth flap out of control and wonder what went wrong?
Compare [ Novice
] [ Impressionism ] [ Professional
] [ Professional
(Rendered)
] - DivX compression
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Impressionism Application
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In lipsync animation, words are not represented by letters but the shape of the
sound. The common problem with beginners with the above approach is
that they tend to associate letters with sound.
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However, a suggested approach is to FEEL and
INTERPRET the speech like an impressionist would.
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Example 1
"What do you think you are doing?"
Novice approach:
w
Ah
t
d
ooo
y (pucker)
ooo
th
i
n
k
y (pucker)
oo
r
d
oo
i
n
g
The above result would be very flappy because of trying to hit all the
letters in the words.
A more impressionistic interpretation would be to emphasize the
following major accents:
wha-do-ooo-theenk-ooo-ing. So a good mix for the sound shapes would be
something like this:
Impressionist approach:
w (pucker)
ah
d
oo
oo
th
ee
n
oo
r
d
oo
ee
n
The 'i' in 'think' and the 'i' in 'doing' are actually eee sounds.
There is no need to put the Y shape in the 'do you'. If you watch yourself saying 'do you'
in a mirror, you will notice that the mouth hardly even moves to denote the 'y'.
That is because you can do it mostly with the tongue inside the mouth. So you can keep the 'ooo' shape right through the 'do you' part. Again the Y of 'you're' after 'think' is lost in the transition from the 'k' in 'think'.
It is inside the mouth, so the lips do not really need to show it. And
there is no need to do the 'g' at the end of 'doing' because it is generally the same thing as leaving it on the 'n' of 'doing'. The 'n' of 'doing' will be mostly an 'eee' shape because the 'n' will be highly influenced by the 'eee' sound of the 'i' in 'doing'.
Example 2 Say in front of the mirror, "I
love u". Then say "Elephant Shoes"
Notice how similar the 2 are in how they look?
Compare [ Novice
] [ Impressionism ] [ Professional
] [ Professional
(Rendered)
] - DivX compression
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Facial Expression (Basic) No
matter how good a lipsynching animation may be, it will not work well if
inappropriate facial expressions are used. A good understanding of the
facial muscles is required to animate facial expressions.
Out
of 26 or so muscles that move the face, 11 are responsible for facial
expression.
Click above image for details

Example
[ Expression Test ] - DivX compression [
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Facial Expression
(Additional Morph Targets) And
apart from the 6 basic expression, additional morph targets are to be
created. There is no need to create every single morph target below.
However, a simple guideline is to separate the left, right, top and bottom of the face when you create your morph targets. This
ensure that you will have superior controls over the facial movement of your
character. For example, you can make your character grin left or right, sneer left or right or blink
right or left. Another reason is to
break the symmetry movement in the animation which is also important and
crucial for good animation..
Compare [ Novice
] [ Impressionism ] [ Professional
] [ Professional
(Rendered)
] - DivX compression
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English Vs Japanese
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English has the largest variety of phonemes and can be used to animate most
languages.
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For example, in Japanese, there are 5
vowels,
46 basic phonemes which can be further broken down into 104
phonemes.
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a |
i |
u |
e |
o |
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(pronounced
as AH) is similar to the English phoneme A, I |

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(pronounced
as Yee) is similar to the English phoneme E |

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(pronounced
as WOO) is similar to the English phoneme W, OO, Q |


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(pronounced as O) is similar to the English phoneme O |
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Interesting Facts
1) Japanese language in nature do not have the sound R, F, TH, V.
2) Japanese
cannot differentiate between R and L.
3) Japanese do not move their lips very much when
talking. Alot is done by the tongue movement.
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Is Japanese lipsync technique feasible for English
language animation?
YES, it is possible but u need to know how Japanese speak English.
Example 1
The
English word "weekend" becomes a six-syllable word when pronounced in Japanese
- "u-ii-ku-e-n-do" (oo-ee-koo-en-doh).
The two popular search engines Google and Yahoo, the
Japanese pronounced "goh-guru" and "yah-hoe"
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Conclusion Lipsync is only part of facial
animation. Good lipsync must be bundled with good facial expression and
body language to get the message across the audience. The bottom line is
if it looks good, then it is good.
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References Online Michael B. Comet
(1998).
Lip Sync - Making Characters Speak
[online]. http://www.comet-cartoons.com/toons/3ddocs/lipsync/lipsync.html Gary
C Martin
(1997). Lipsynch:
[online]. http://www.geocities.com/~gcmartin/mouth_shapes.html Gary
C Martin (1998).
Lipsynch:
Phoneme Examples
[online]. http://www.geocities.com/~gcmartin/phoneme_examples.html Henk Dawson. Jack
[online]. http://d3d.com/heads/Art/round_4/jack.html Keith
Lango (2001). Principles
of Lip Sync Animation
[online]. http://www.keithlango.com/lipSync.html Jouji Miwa (2000) Language Education System for Speech on an On-demand Network (LESSON)
[online] http://sp.cis.iwate-u.ac.jp/sp/lesson/j/doc/kana.html Jouji Miwa
(2000) Fundamentals of Experimental Phonetics [online] http://sp.cis.iwate-u.ac.jp/sp/jp/phonetics.html Yoshiko
(1999) Linguistic Technical Terms [online] http://www.sfo.com/~ucathinker/earth/english/phone/tech.htm Books Gary Fagin 1990,
The Artist's Complete Guide to Facial Expression. Watson-Guptill
Publications. Andras Szunyoghy, Dr. Gyorgy Feher 1999,
Human Anatomy For Artists. Konemann. Preston Blair, 1994.
Cartoon Animation. Walter Foster Publishing. Frederick I. Parke, Keith
Waters 1996. Computer Facial Animation. A K Peter Ltd. Bill Fleming, Darris Dobbs
1999. Animating Facial Features and Expressions. Charles River Media. Tadashi
Ozawa 2001, How to Draw Anime & Game Character Vol 2 : Expressing
Emotion. Nippan IPS. Special
Thanks Keith
Lango, 3D Animator, Big Idea Sonny, 3D
Freelancer, Orange3d
Marc Tan, 3D Freelancer,
The Hand Julian
Khor, 3D
Modeller (Lead), Typhoon Digital
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