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.

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