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I've been trying to find an answer to this subject for some time and I was hoping someone with a better understanding of NIF nodes could help me out here.

 

What I'm trying to do is make it so that an NPC pulses their mouth's glow map (and, preferably, their diffuse map, as well) whenever they talk, similar to how robots like protectrons blink their eyes or other glowing parts whenever they talk to simulate lip sync.

 

I've tried copying some of the nodes from robots onto my NPC's mouth mesh, but I've had no success so far. Is there anyone who could give me an education on this from the ground up?

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What you need to do is setup your robot NPC to have a controller built into it's material (Pixelhates tutorial can help there), then you need to create a talking.kf file that holds the texturing animation data. When you have all of that working you can record your dialogue in the Geck and you need to generate lip sync files as you would for any other NPC. The talking.kf is used in conjunction with the lip files to produce mouth movement (or in your case flashes).

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I should have specified in my original post and I apologize for not doing so at first, but this is for a humanoid NPC with a custom race rather than a creature. My understanding is that animation-driven lip-sync is exclusively the domain of creatures, but I'm definitely no expert on the matter.

 

With that in mind, do those instructions still apply? Are there any changes that I'd need to take into consideration?

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In which case you have a couple of options, one is to create a brand new creature (heaps of work) or create a few special idle animations that only address the material controller you use with your NPC, then when you create your dialogue topics use them as the idle to play. It's not lip sync but a reasonable compromise if you have a few anims of various durations.

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