Here are some notes for rigging and animating lip sync in Moho. I hope it gives you ideas for animating lip sync in your own characters.
This is the setup for a character I've been using in my tutorial videos...
To select the Switch layer, I click on the Mouth button in the workspace using a script called
Layer Shortcuts, and the mouth shapes are automatically loaded into the Switch Selection window. Then, using a slider, I choose the mouth drawings from this window as I step through the timeline, which has the audio waveform and the dialog notated, as shown here...
I scrub back and forth in the timeline to check if the mouth shapes I've selected are suitable for the audio recording.
I mostly use the Preston Blair set here. If you can't read what's in the Layer Window, the mouth shapes in the Switch layer are:
blank
smile
Th
FV
MPB
WQ
L (D, Th)
CDGKNRSYZ
U
E
O
A, I
neutral
Not counting blank, smile, and neutral, this is technically 10 phonemes in the Switch. The character has the 'emo' SBD described earlier, which turns the mouth 'happy' when I rotate up, and 'sad' when I rotate down. The control is shown here...
You may have noticed the 'mouth angle' SBD. This control turns the mouths slightly from left to right angles. I think all I'm doing in this rig is rotating the mouth Switch layer on the y-axis in 3D, but for some rigs I'll make a sliding point animation SBA for each mouth shape. Obviously, it's a lot easier to just rotate a single (Switch) group layer in 3D space. Normally, I'll add this animation the the Head Turn SBD, but for this character, I wanted to control the mouth angle manually.
After I get the dialog satisfactorily keyframed, I'll go back and add squash and stretch layer transforms to the Mouth Switch layer. You can see the Layer Transform keyframes in the timeline image above.
With this workflow, I can get the basic lip sync animation done in a couple minutes. But making it look
good, takes a little longer...as described earlier, this is where animating the
performance comes in. I don't want to say this process easy, but with practice, it's really not that hard either. After a while, you'll figure out little tricks to animate quicker and in making it look consistent from shot to shot. But to get there, you have to do it...and do it...and do it. The result is as good as the effort and time you decide to put into it.
Tip: When you're animating the basic lip sync (before you add the mouth squash and stretch, and head animation,) don't feel you need to keyframe every syllable you hear...that can make the dialog animation look 'chattery' and unnatural. When dialog is spoken out loud, some mouth shapes can run together and some mouth shapes may get dropped entirely. Also, don't feel you need to open and close the mouth completely after each sound. Look at yourself in the small table mirror I suggested earlier and try speaking the dialog slowly but naturally, and you may be surprised to see that you're not making all the mouth shapes you thought your were making.
As mentioned earlier, there are many ways to animate lip sync in Moho, but I think this is a good workflow for most situations.
To see this animation, scrub to around 0:15 in this video:
MQC for Moho Pro. It's a simple animation, but I think it illustrates the above points.
Hoptoad wrote: ↑Mon Jul 19, 2021 1:48 pm
...I ask myself, Can I reduce the number of mouths? Or do I need to add more?
Yes, it can vary, and it depends on the level of realism you're going for, and what best serves your production. Even though I'm using 10 mouth shapes for dialog in the above example, I think it's acceptable to use far fewer mouth shapes. In a recent
Fast And Furious Spy Racers episode, I created a Moho animation segment that used no more than 5 mouth shapes for each character, and it looked fine. (I'll have to check if that episode has come out yet. If it has, I'll point it out.) In a lot of anime I watch, I see only three or four mouth shapes in general dialog and a full set is used only for important scenes or dialogs. This is done to meet time and budgetary constraints of course, and I think these shortcuts are fine when applied consistently.
Hope this helps.
(Hmm...I guess I'm going to have add a 'lip sync' tutorial video to my list since I've just written a chunk of it for this post.)
