Title: Useful Tools
Description: For Voice Acting Integration
Knives - June 2, 2004 08:41 PM (GMT)
I know that we haven't finalized voice acting yet...but just in case we do, I found an interesting thread while browsing the official UT forums. This links to some tools called Impersonator that allows easy transcription of voices to facial animations to create "emotive, realistic talking characters." Once UT2004 v3204 patch is out, this will be fully integrated into UnrealEd. Very exciting stuff...check it out:
Impersonator Tools ThreadNOTE: You must have an account on those forums to read this.
-Knives
SSJoseph - June 2, 2004 11:52 PM (GMT)
Thats pretty awesome.
I beleive Maya has a feature like that to though.
But..I dont think no one has Maya :-P
I gotta check this unreal plugin though.
Sounds awesome... :o
I think this is what Dues EX : Invisible War used :)
although...it dosnt look to great, it would still be cool to do it instead of non-animated voice overs :-P
Galidan - June 3, 2004 04:02 AM (GMT)
This would be my big break into voice acting! Auditions, here I come!
/Galidan
Knives - June 3, 2004 03:57 PM (GMT)
Yeah, IF we use voice acting. And given the amount of dialogue in CT, plus the size of voice acting files, and that really drives up the mod size. We may, though, but it's more likely we'll use written dialogue. If we do use voice acting, then I would like to help as well, cause I'm not a half bad actor. Really, anyone can act. It's not that hard.
Galidan - June 4, 2004 10:13 PM (GMT)
You need to remember that acting skill isn't all it takes. The voice has to fit the role. And in the end, I feel that voice acting is a plus and can often be the thing that makes a good game great.
/Galidan
John - June 4, 2004 10:43 PM (GMT)
Just to be a negative nancy, I think using voices in the game would be very hard to do. Not only would we need many good actors but we'll need good equipment. Everyone has to be recorded with similar equipment and environments.
You've all seen some customized models back int he day of quake and quake2, right? Some people would make, for example, a Homer simpson model complete with Homer Simpsons sounds. The only problem is that the sampling quality for that model was completely off so if you every killed the person using Homer, you'd get a staticy "DOH!" that completely kills the environment when compared to all the other high quality weapons/player sounds.
Ya'll could probably imagine how horrific if say... Magus was recorded in a sound proofed recording booth with dual Sennheiser microphones and Frog was recorded in someone's bedroom with a computer microphone.
Yeah. But I think it would be awesome. And it wouldn't be too impossible. Deux ex, for example had a TON of dialogue, but compression kept it down to 400/500 megs. And that's along with the whole game.
So size, though it is a big issue, isn't as big of a hinderance as quality.
-John
TheBrain - June 4, 2004 10:51 PM (GMT)
John is right, and i've already told this in the voice acting thread, i believe.
We will only do sound voices if they sound extremly good, or else i wouln't want to touch in that area even with a 10 feet pole.
Also due to the lack of equipment we probably won't have them, but we're open to sugestions.
SSJoseph - June 5, 2004 12:09 AM (GMT)
Well..I was gonna hold this off till the project was complete...but
Maybe I WILL BUILD MY MUSIC STUDIO AFTER ALL!!!!!!!!!!!!!!!
I guess I wont need sound proofing for now since I live in a quiet area.
The only noise of traffic going by is a scooter...a few people running..and a dog or 2.
And my house is fairly quiet also.
And...I have ALOT of resources.
So getting people to voice act shouldnt be hard.
Not to mention I want the "Team" title :)
I think I will start bugging daddy again about my studio ;)
Galidan - June 5, 2004 05:08 PM (GMT)
Well, if you need me, I'm a friend of the sound engineer at my school and that means access to a $75,000 sound studio. He said I can use it if I ever wanted to.
/Galidan