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Facegen


oDDity

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If oDD says we're safe using it, then that's good enough for me. :)

 

I dunno, using illegit software is one thing, but when you consider distributing something that a living person or corporation has an active copyright on, that's taking a much more serious risk. So far all of our departments have taken great pains to avoid that risk. That's why we're recording our own SFX instead of using an SFX library, and why Spring is making sure not to use paintings that still have active copyrights. Why should copyrights owned by Facegen be an exception?

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You mean the same Odd, who thinks that it would be to much hassle for companies to go after softwarepirates, because they are doing it for free and it would not be worth to pay the lawyer for this? :)

 

If the models are bit tweaked then it might be ok, otherwise it can become pretty risky.

Gerhard

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As long as Odd tweaks the resulting models enough so that they're not immidiately discernable from a regular Facegen generated head, I wouldn't have a huge problem with it.

 

I'd recommend he redo the textures from scratch for a starter. That seems to be the most obvious tale tail sign to me.

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Putting ourselves on their radar would be a BAD idea. That's the main reason we have to be so careful about Thief assests, because we're already on their radar as a Thief-type game.

 

I'm not terribly worried about this myself. IF the company ever noticed (highly unlikely) and IF they could prove they were actually their models (again, unlikely), then we could just remove them from the mod.

 

I think we should certainly include our own faces...I don't see how they can claim ownership over our own likenesses. :)

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So are we going to start ripping off 3d content libraries for prop models too? Might as well since no one can prove we didn't make it from scratch and just happen to put all the vertices in the same place for hundreds of props. :)

 

I can see your argument maybe working for one face, but if we make 200 faces available in whatever format, that in itself is suspicious coming from a mod with a small modeling team. What if they can prove that all those face models share mathematical features that are specific to their algorithm?

 

No problem, I'll just tweak them all a bit.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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THE best thing about ths is we can have full lip sysnc and facial expressions.

I not sure how it's goign to be done from a codeing perspective though. THe only way I can think of is to do it on a bark by bark basis, so someone will have to go though all te sound speech files and mark down which phenome animations will have to play on which frames during that speech.

 

lip sync.avi

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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For lip syncing, I would expect that we must analyze the soundfile while it is playing and calculate the mouthpositon depending on the current frequency. Or it can be prepared in sync with a particular soundfile to include a motion database, but then it would work only for known soundfiles. I doubt that this would be possible to do without access to the soundengine.

 

That avi is AWESOME!!! :)

Gerhard

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It's not as simple as that to get GOOD syncing though, that little anim took me about an hour to do just for a few words, and it still isn't matched perfectly.

The problem will be the belnding betwen the frames. Some mouth sounds are snappy, and some are more rounded, like saying a 'pee' or a 'wow'.

IFyou just play the phenomes and let them all blend the same, it'll look like shit.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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Since we don't really know when a particular part of a soundfile is played, I think lipsyncing will not be possible within Doom 3 right away. Ishtvan said something about an open source sound library (or a free one) that might be used, though. With this it might be more realistic to do this.

Gerhard

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Yeah, but as I said, it could be coded in by having a text file of each soundfile which inculdes the name of the sequence phenome anims to be played.

It's really just the reverse of stating which frames of an anim to play a sequnce of sounds file on, since all we need to do is to specify which sequence of anims is to be played with a sound file.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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so spar, currently we cannot find at what sound level/pitch/etc a sound is playing right? if we can then we could do this relatively easily, if not then we could only do it either externally, or make a small program which analyzes a sound and writes to a text file some values. These values would be added to the sounds soundshader. Then the game would use those values to determine the facial expressions of the person.

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