Thanks guys, ufortunately, I have to wheight my good nature against a limited amount of time.
The best voice-o-matic samples i´ve dug up this evening mostly revolve around toonish and on the edge examples of a character. whip is lovely. http://www.youtube.com/watch?v=K1suyOYNMV4&list=PL0D3D3A1137CFCF90&index=36 The common tip I see repeated every time is to reduce the smoothing to 1. The end result in the above video would give me enough to test my viseme shapes. I´ll see if I can give the Maya Version of voice-o-matic a try. I like the patient way that guy from Montreal explains his thing. It might be possible to have a face robot control group to pitch against, even if only for a test (or to satisfy my short attention span and playfulness). I´m just the modeler but I want to be sure the stuff I hand over can animate nicely... But first, I want/have to get Fibermesh curves solved with Yeti and rendered in Arnold. Which is why I would pick the voice-o-matic Maya version. I can model *.obj wherever I want (my personal 3D-love tour) but at some point things will end up in Maya. Cheers, tim On 12.02.2014 23:34, Luc-Eric Rousseau wrote:
FaceFX is using the exact same voice recognition library as what I used in FaceRobot. Of course, workflow is more important than voice recognition tech, The di-o-matic guy is quite friendly, we've talked a few time. It's his own custom voice recongnition engine. He's here in Montreal. It's worth talking to them. He might have dropped the XSI plugin due to lack of interest, I don't know. I've never heard anyone talk about the plugin. It says up to Softimage 2013. If you're a cheap bastard with loads of free time, you can get the data out of face robot with the ImportSpeech command without ever using Face Robot. But phoneme recognition is a tiny part of facial recognition and that's probably not worth the trouble. there is lip sync stuff in Motion Builder too, if you have the suite.

