The trick with the muted sound is pretty cool. Great if you have no talking sound. Very clever. :)
But if you have a proper talking sound, you can enter the facial animation ID into your sound and transmit that. The mouth will open more or less accurately to your sound file output.
The problem is that the facial animation doesn't loop meaning that if the used ID's animation's length is too short, your character will stop moving his mouth. But if it is long enough, this would be better than your method.
The ID names can be found within the fxa files in the archive, if opened with a text editor.
I'm using that in my Diablo map when you talk to the NPCs in case you want to see that in comparison.
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The trick with the muted sound is pretty cool. Great if you have no talking sound. Very clever. :)
But if you have a proper talking sound, you can enter the facial animation ID into your sound and transmit that. The mouth will open more or less accurately to your sound file output.
The problem is that the facial animation doesn't loop meaning that if the used ID's animation's length is too short, your character will stop moving his mouth. But if it is long enough, this would be better than your method.
The ID names can be found within the fxa files in the archive, if opened with a text editor.
I'm using that in my Diablo map when you talk to the NPCs in case you want to see that in comparison.