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These viseme descriptions are enough to realistically represent
speech. However, the use of individual visemes is more an artistic
judgement then a hard rule. When speaking, people tend to slur phonemes
together. They do not clearly articulate each phoneme all the time. Also,
the look of a viseme can change depending on the visemes that surround it.
For example, the Disney guidelines describe the use of a slightly
different viseme for B, P, and M if they precede the ea sound as in beat.
This dependency on surrounding sounds is called co-articulation
and makes viseme choice more complicated. This is one reason that the
automatic phoneme recognition software in some packages doesn’t always
provide realistic results. Smooth interpolation between viseme keyframes
can help, but this alone may not be good enough. In many cases, it
requires an artistic judgement for which viseme really looks best. In
computer animation, realistic looks are all that matter. So, when you
work, put in the viseme that looks best.
Emphasis and exaggeration are also very important in animation.
You may wish to punch up a sound by the use of a viseme to punctuate the
animation. This emphasis along with the addition of secondary animation to
express emotion is key to a believable sequence.
In addition to these viseme frames, you will want to have a
neutral frame that you can use for pauses. In fast speech, you may not
want to add the neutral frame between all words, but in general it gives
good visual cues to sentence boundaries.
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Side view of the sound
, as in “my.” |
Side view of the sound
, as in “buy.” |
Side view of the
sound , as in “pie.” |
As a technical lead on a cutting-edge 3D project, you will be
required to create the production pathway that the artists will use to
create assets. You will be responsible for deciding how many visemes the
engine can support and the manner in which the meshes must be created.
Having a clear understanding of what goes into the creation of the assets
will allow you to interface more effectively with those creating the
assets.
However, even with the viseme count I am still not ready to set the artists loose creating my viseme frames. There are several basic engine decisions that I must make before modeling begins. Unfortunately, I will have to wait until the next column to dig into that. Until then, think back on my 3D morphing column (“Mighty Morphing Mesh Machine,” December 1998) as well as last year’s skeletal deformation column (“Skin Them Bones,” Graphic Content, May 1998) and see if you can get a jump on the rest of the class.
Acknowledgements
Special thanks go to my partner in crime, Margaret Pomeroy. She was able to explain to me what was really going on when I made all those funny faces in the mirror. When she was studying ancient languages in school I am sure she never imagined working on lip-synching character dialog.
For Further Info
• Culhane, Shamus. Animation from Script to Screen. New York: St. Martin’s Press, 1988.
• Parke, Frederic I. and Keith Waters. Computer Facial Animation. Wellesley: A. K. Peters, 1996.
Jeff Lander often sounds like he knows what he’s talking about. Actually, he’s just lip-synched to someone who really know what’s going on. Let him know you are on to the scam at jeffl@darwin3d.com.