Lip Sync 2004-04-29 - By Matt Morris
Back As much as that might simplify things, you really need the extra control that having a seperate bone for the jaw gives. Its all about subtlety at the end of the day. It greatly increases the range of expression.
The blend shapes also become really obvious in the animation without it, as the animation of the points is linear between them, but with the jawbone it moves in arcs which is more natural.
-- --Original Message-- -- From: owner-xsi@(protected) [mailto:owner-xsi@(protected)]On Behalf Of Jeff Sargeant Sent: 29 April 2004 20:17 To: XSI@(protected) Subject: Lip Sync
In the 4.0 lipsync tutorial posted on the website, lipsync animation is achieved with a combination of shape animation for the lips and a bone that creates the jaw movement. My question is why would you ever do that? Why wouldn't you just model each phoneme shape with the jaw rotated to the correct position in the first place, instead of relying on a bone to do that later during the animation process? It seems like this approach is creating more work down the road, but I could be missing something, it's happened before.
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