I just showed the Moose to a 20 year old female co-worker, who said “ooooo, she’s pretty”.
We have coded a very clever improvement to lip sync. Now it is even smoother and more natural. My previous videos of lip sync, were making the lips be the focal point of the users attention, but now they are natural enough that your attention can relax away from the lips and again be noticing […]
From Gamasutra, an article on Compulsion Loops, that I intend to learn more about.
FaceFX has done great work in creating a reasonable ‘standard’ and ‘popular’-amongst game developer companies, method of making 3D characters do lip sync speech. See how the Talking Moose compares to it.
On the first try, amazingly, the lip sync is excellent while speaking a Cantonese news story about New Years eve in Hong Kong, using the Nuance Sin-Ji voice. I am SO happy! ( I’m hoping to find and buy and test out Mandarin, Japanese and Russian voices soon. )
Today we achieved a nice little improvement. Now the Moose uses a more lively set of movements during speech, and the relaxed slower motion when not speaking. The above video is the Mel voice by AT&T. The AT&T Natural Voices are sold at NextUp sells AT&T voices after you buy TextAloud. Wizzard Speech also seems […]
Seeing the back of the Moose’s head, and a side view, and a closeup of the mouth while speaking. A few youtube videos.
Several years have past since I last had a coder working on a shadow behind the moose. It will soon be time to re-start the coding of a shadow. This post will simply be used to store some notes for that upcoming coding task.
I’m continuing to collect widsom obtained from gamasutra articles on the topic of properly implementing in-game microtransactions.
This posts documents our progress in getting NeoSpeech voices to work with the Moose.