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Introduction...
I recently have been asked by a few people (OK, more than a few) to try and
touch upon the area of facial animation and lipsync. Most of these requests
have come from folks reading my Pose-to-Pose Organized Keyframing tutorial
who then want some ideas on breaking down lipsync and facial animation.
Originally I had replied that for me facial and lipsync was the one area of my
animation that was still undefined for me. By that I mean I hadn't taken the
time to sit down and really think about how I logically approach lipsync and
facial animation. I've always just kinda "done it", letting it flow from within me.
I enjoyed being able to pretty much do a single straight ahead pass at face and
lipsync animation with another single 'tweak' pass and to be able to call it
done. I readily admit that I don't pre-plan my lipsync at all. And I don't spend a
whole lot of time breaking down my facial animation as a whole. I do mark a
few seminal emotions I want to capture, but I don't do anything near as
organized or mechanical as the pop-thru for my body work. Basically, face and
lipsync animation was the last bastion of real heartfelt art for me, and I admit I
was reluctant to quantify that little bit of remaining magic in my art. :o) But
recently I have taken some steps towards actually quantifying this stuff.
As such, I have some thoughts on lip sync that I feel folks might be willing to
check into. Let me preface my words by stating clearly that I do not consider
myself an authority on the topic. My thoughts are pretty much just mine, and
folks may disagree with my assessment of how to approach lipsync. But the
purpose of my efforts is to try and give some concrete "hooks" for animators to
use. I want to avoid having these thoughts coming off as rules or suchlike.
They're merely ideas and theories that may help some folks get their brains
around lipsync in a different way. So with the caveats offered, I expound upon
my particular approach to lipsync.
This paper is not exhaustive, but it does begin to address how I tend to THINK
about lipsync animation conceptually. I am limiting my comments in this paper
to specifically lipsync animation. I am currently developing my thoughts for
another paper on facial animation as a whole, the sum of which will enfold this
paper's topics into itself for a holistic approach to animating character's faces
with convincing speech and emotional acting.
In the Beginning...
Lipsync is a tricky thing to get the hang of at first. Many an animation shows
the classic example of how just about everybody approaches it at first. The
tendency is this:
1) make 'sound' targets for 'sounds' like M and E and S and Th and F and such.
(some folks even go so far as to make targets for such 'sounds' as H and G and
J and Z).
2) listen to the sound track
3) for every 'sound' you hear, hit the 'sound' target at or near 100%
4) Make a preview render of the lipsync animation
5) watch the mouth flap out of control
6) wonder what went wrong.
At least that's how it went for me at first. The problem is being too literal about
animating a character talking, trying to animate the letters in the words instead
of only emphasizing the major sounds needed to communicate the *idea* of
speech..
Notice how I kept putting the word 'sound' in quotes above? That's because a
common mistake for beginners is to associate LETTERS with SOUNDS.
Principle #1: Letters are not sounds. Sounds are not letters. There are NO
letters in lipsync animation.
They serve similar roles, but in wildly divergent forms. LETTERS are
representative symbols on a page (with a corresponding, arbitrarily assigned
sound) that, when strung together to form words, communicate a thought. But
letters aren't made for speech. They're for writing. And we're not animating
writing, but speech. SOUNDS are utterances (with a corresponding arbitrarily
assigned letter value used to transcribe the sound) that, when interpreted as
understood words, communicate a thought. Sounds are for speech, but serve
no use in writing. See the similarities and differences? So when you animate
speech, don't animate letters. There are no letters in speech, only sounds, and
the shape our faces take to make those sounds.
I know this sounds like an argument in semantics, but trust me, the distinction
is very real. And when you learn to approach lipsync animation from the
perspective of animating sound shapes instead of letters, your world will be a
much brighter place.
V
T
Uh
G
Eh
T
The preceding sound shape affects the current sound shape. Likewise, the
following sound shape is anticipated in the current sound shape.
So the shapes shown must all be in context with the shape/sound the preceds it
and follows it. When you get stuck on the idea of making all the "t" sounds in a
soundtrack the same shape, regardless of the prior or following sound/shape
context in the dialogue, then you're setting yourself up for a very poppy mouth
when animated. Remember Rule#1- animating speech is not animating letters.
It's animating the *flow* of shapes that are needed to make the present sounds
within what's being communicated.
Here's how: Just as the impressionist painters got away from a literal realism in
capturing a picture, we too need to get impressionistic when it comes to lipsync
animation.
If in your animation you can just get the major impressions across you can let
the little stuff slide if you want. Just like the impressionist would hint at a
cluster of leaves with a single daub of his brush, you too should let words and
sound shapes slur into the next word or sound shape. Mix the target facial
weights together to show a flow. Get away from showing leaves and start
showing contrast and form. Talking is more of a flowing thought than an
alliterative function of letters.
Ooo
aaFF
Eh
Go ahead and say that out loud. "Ooo" as in "scoop", "aaFF" as in "after" and
"Eh" as in "pet".
Ooo--aaFF--Eh.
Now, comfortably (ie: don't play act or over emphasize it), just say "you hafta
get".
Watch how your mouth looks as you say it again.
Now, say "oo-aaFF-eh" a few times.
See how very close the two are in how they look? You want another example of
this same principle?
You never knew that the connection between la' mour and pachydermal
podiatry was this close!
come later with the specific choices you make on top of the broad brushed
open and closed pose shapes and timings. The opens and closes are the
foundation of your more specific choices.
Principle #4: Get the Opens and Closes Done Right and Build On Those
Even if all you ever do is properly hit the opens and closes and wide shapes of
the mouth at the right time you are already more than 75% of the way to great
lipsync. You can get alot out of very little lipsync animation. And if you doubt it,
animated properties with projected texture map mouths like "Veggietales" have
proven that this is indeed true.
Getting Specific...
Here's a breakdown of some specific choices...
You'll want to start by letting the "Yuh" of You flow into the more open "aa" at
the beginning of Hafta. Skip the specific "ooo" at the end of You because it is
not very strong. It's there, but it gets said while the mouth is transitioning into
the beginning of hafta. Basically it slurs into the next word.
The H of Hafta is burried in the back of the throat, so the lips don't really need
to show it. So skip showing a specific H target for it.
Picking up from the moderately strong "aa" of hafta, hit the F for two frames to
let it read. It's the major closed point of the phrase, so that needs to line up
and read clearly.
Then skip the ending "ah" of hafta altogether, as well as the G of Get. Both
happen under the breath, they're slurred under the transition from FF to the Eh
accent of Get.
Then end with an appropriately shaped nearly closed mouth to catch the idea
of a T.
You've basically now animated Ooo-aaFF-Eht. And you know what? It's enough.
And the best part is it flows, it feels natural, and it doesn't pop.
L
Th
T
K
G (hard)
I hope this has helped some. We've broken down one phrase for this paper and
I'm sure it all makes perfect sense now- for that one phrase. :o)
Now the trick for you is to learn how to adapt this impressionist kind of thinking
into other phrases, other animations, other characters. Just try to keep in mind
my four "Principles" that I've stated. If you can keep those in mind then you're
well on your way to animating lipsync in a convincing, flowing manner that will
feel natural and have life. Last of all, the best thing I can suggest is that you
keep practicing. My breakdown can get you going in the right direction, but
experience is the best teacher.
-keith