Two Sets of Mouth Switch Layers.

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AnimeStudioGuy
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Joined: Tue May 21, 2013 10:00 pm

Two Sets of Mouth Switch Layers.

Post by AnimeStudioGuy »

I have two different mouth switch layers each with their own separate audio track and .dat file from papagayo. My 2nd mouth switch layer is under the first one, so when it's time for the second mouth to become animated (speak), it can not be seen because the first mouth is covering it.

My character will be talking at various points in the video, and will not have one a continuous piece of dialogue.

Does anyone have a solution to this?

Is there any way I can adjust the length of layer so that it does not interfere with another one?

Example:

http://tinypic.com/r/2vtnxft/5
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funksmaname
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Re: Two Sets of Mouth Switch Layers.

Post by funksmaname »

one way would be to put both switches in a parent switch layer and switch from mouth 1 to mouth 2 once the first dialogue is finished.

This could get complicated though if you have a separate mouth for every line of dialogue... can't you import the different dat files onto the same switch group so you only have one mouth? I've not used dat files for SOOOOOOOO long i've no idea how to do it but there must be a way to offset each bit of dialogue as needed (does it import at the playhead position?)
AnimeStudioGuy
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Re: Two Sets of Mouth Switch Layers.

Post by AnimeStudioGuy »

funksmaname wrote:one way would be to put both switches in a parent switch layer and switch from mouth 1 to mouth 2 once the first dialogue is finished.
I tried that, it didn't work.

funksmaname wrote:can't you import the different dat files onto the same switch group so you only have one mouth?
If you can I don't know how to do. I'm very much a novice at using AS.
funksmaname wrote:I've not used dat files for SOOOOOOOO long
What technique do you use?
funksmaname wrote:(does it import at the playhead position?)
I don't even know what this means...
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funksmaname
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Re: Two Sets of Mouth Switch Layers.

Post by funksmaname »

hehe... OK
AnimeStudioGuy wrote:
funksmaname wrote:one way would be to put both switches in a parent switch layer and switch from mouth 1 to mouth 2 once the first dialogue is finished.
I tried that, it didn't work.
It should work - just know that if you have a layer selected (active) in the layers pallette it will be visible on the canvas, regarless of current switch position.
AnimeStudioGuy wrote:
funksmaname wrote:can't you import the different dat files onto the same switch group so you only have one mouth?
If you can I don't know how to do. I'm very much a novice at using AS.

I've not used dat files for SOOOOOOOO long
What technique do you use?[/quote]

I tend to use actions or smart-bones with manual changes as I scrub the dialogue...
watch this tutorial by ShoNuff (user Guyver)- I think it's really good and a fast workflow when you get used to it (instead of going in and out of papagayo and struggling with it)



I basically do a slightly more complicated (smart bone) based method of scrubbing the audio



might give you some insight, but is a bit advanced I think.

The rig doesn't have 'phenomes' as such - just opened, closed, etc poses which I mix to make the mouth shapes... it's less rigid but it really depends on your style
This might help understand:


AnimeStudioGuy wrote:
funksmaname wrote:(does it import at the playhead position?)
I don't even know what this means...
Don't worry - I think I may be getting confused about it... I used to use a script that 'bakes' the DAT keys into the timeline, so if memory serves, you could then import additional dat files later on the timeline. But if you are loading the dat to the switch layer you can only use one. Still I would explore the method in the
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3deeguy
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Re: Two Sets of Mouth Switch Layers.

Post by 3deeguy »

If all else fails you could use visibility. I still use Pro 7 and I prefer to scrub the timeline as opposed to using dat files. It's a technique I picked up from Guyver. I have extra mouth poses in a single switch layer such as 'smile', 'grimace', 'mug' etc which is OK because I make manual changes.
Cheers, Larry
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heyvern
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Re: Two Sets of Mouth Switch Layers.

Post by heyvern »

At first wasn't sure what the problem was but I think I understand. You have separate dat files for different dialog sequences. So, you load each dat into a "duplicate" mouth switch so you can just run all of the dialog.

There is a trick you could use with a "blank" layer in the mouth switch. When one mouth switch is done talking, set it to the "blank" layer. This basically makes that mouth switch layer invisible.

All the other mouth switches could simply START with the blank layer. Then when one finishes, the next one starts and the mouth shows up. It would take a bit of scrubbing and fiddling to find the exact spot to set the "blank" switch layers for each mouth but that should give you what you want.

A trick I used with dat files was to insert and extra switch layer key inside the dat file itself. dat files are simply text and you can change them easily. I actually had to "retime" about ten minutes of dialog that was already done as dat files. It would have taken HOURS to redo everything in papagayo so I simply changed the timing in the dat files.

Also I believe that papagayo allows for adding your own "custom" phoneme or switch activation. You could simply insert the "blank" switch key in papagayo "by hand" to turn the switch mouth on and off at the start and end.
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