I'm trying to make a transmission where a Nova character speaks. Because playing a sound link won't allow subtitles to show, I play a sound before the trigger. Here are what the two triggers look like:
Sound - Play Nova_Yes (Unnamed) (1) for (All players) (at 100.0% volume, skip the first 0.0 seconds)
Transmission - Send transmission to (All players) from (Model Portrait - Nova) playing No Sound Link with name "Michelle" and message "6 o'clock. Time to meet up." using (Cinematic portrait at Center Left) playing Talk Serious (Eyes) (Set To 4.0 seconds, Wait until it finishes)
The portrait shows up but it doesn't talk. Yes, I'm in 3D - the 2D/3D isn't the issue. The issue is she doesn't actually talk. No mouth movement, no anything. I tried to look up the answer, but the questions about it were from months ago and nobody knew the answer, unfortunately. I'm hoping somebody figured it out because SC1 was easy - make a transmission and the mouth moves because it's a transmission trigger.
You can probably just look at the campaign files and copy the sound objects they use, change the sound and subtiles. Not sure exactly which part makes the mouth move, but by copying their sound object it might work or help you figure it out at least.
Hm... I'm a noob to things like this, but... could you maybe create a blank sound file to play during the transmission? One of the same length? That way it WILL have a sound attached, and thus the mouth will move... but there won't be anything actually playing, because the .wav just contains silence. Or would that overwrite the previous sound file that you attached?
...I know it seems like a clunky solution, and you'd have to add redundant .wavs to make it work. But that's the best I can come up with. Like I said, I'm a noob to this.
Might be one I'll have to try out. I can just make a long .wav file, but I'll always set it to whatever amount I want it to play. If that works, then kickass. =P
The text should be based on what you input in the conversation manager, it doesn't convert what it's actually hearing from the file to text. If your text is disappearing then it's a different issue. I think mine ended up disappearing for a while because I changed the type of conversation, which for some reason that type of conversation didn't want to show my subtitles.
The text should be based on what you input in the conversation manager, it doesn't convert what it's actually hearing from the file to text. If your text is disappearing then it's a different issue. I think mine ended up disappearing for a while because I changed the type of conversation, which for some reason that type of conversation didn't want to show my subtitles.
No, what's happening is I'm typing out text, but if I play a sound file, it:
1) Doesn't allow the text to appear,
2) The portrait only animates for the length of the sound file.
If I leave the sound file out, the text appears, but the portrait doesn't animate at all. If I made a transmission in SC1, I was guaranteed:
1) Text,
2) A talking portrait
I'm trying to figure out how I can get a simple trigger from SC1 to work completely in whatever I'm using on SC2.
Okay, what I would try doing is moving the text into a user created conversation in the data editor and run that along side what you're doing with triggers. Make sure the conversation is set to the type 'briefing' and for each line of text there, use the custom sound button and sync the time for each line for what you've set in the triggers.
The text disappears because you added a sound file to the transmissions. That's how it works and there's noting you can do about it (Blizzard figured that if you're hearing the voice, you don't need text). To enable both text and sound you have to go into your settings and tick the "show subtitles" option (no, there is no way to turn that on for other players using triggers, it would be really bad if we could modify their settings remotely :P).
Facial animations are determined by the string in the "Facial Animation" field (it's in the panel you get when you do "modify sound" in the sound object). Each line from the campaign (or unit sound) have their own unique string. I have no idea how to add new animations. The best you can do is find a long sound and paste its facial animation string into your sound's field. It's not going to look good, but the lips will me moving.
Oh, and the subtitles field in that window doesn't work for custom added sounds, it just throws an error.
Then I have a question about that. I could get around the subtitle thing by having a Play Sound trigger before the transmission. If I play a transmission with no sound link, the portrait won't animate. What I'm basically doing is I want A sound to play when someone talks, but since I'm not in SC1, I'm not just using the ComBeep sound I used to use, so I'm using a sound from the unit (i.e. Nova_Yes, Archon_What, etc.) because it sounds fine like that.
Is there a way to play a transmission with no sound file but use other triggers to get the portrait to animate? I've been trying to mess with a few portrait triggers, but none have worked so far.
EDIT: I figure if I can get this to work, I can add a tutorial so nobody has to go through what I just did. =P
Just make a transmission (the basic one, not the Simple or Campaign version) with that sound you want (Nova_Yes or whatever) and don't put anything in Text or Message fields (set them to empty or Default Speaker/Subtitle).
And right after that, make a Text Message that sends the text you want to the Subtitle Area. It will be visible to people with or without subtitles turned on.
Transmission-Sendtransmissionto(Allplayers)from(ModelPortrait-Nova)playingNova_WhatwithnameDefaultSpeakerandmessageDefaultSubtitleusing(CinematicportraitatCenterLeft)playingTalk(Add5.0seconds,Don't Wait until it finishes)UI-Display"Nova: Blah Blah Blah"for(Allplayers)toSubtitlearea
The portrait will animate its lips to the Nova_Yes sound.
The problem with that is she'll animate just for those couple of seconds. So she'll animate "Strictly business" or whatever for a second and stop talking. I'm trying to just get some kind of generic talking animation going for however long my text will be.
Find a voice file where Nova talks for a loooong time, copy the "facial animation" field from it (see the picture above) and paste it into the same field for your Nova_Yes sound.
It's going to look ugly, but she'll move her lips.
Mouth movement is powered by FaceFX. I'm pretty sure you have to make a .fxa file for the audio file you want to the lips to move with, but I don't know much about it.
I'm not sure how to get these sounds into my map, so I copied the string and posted it as a value in my transmission. The map can't play if I do that. So I'm still unclear as to how to get this animation string into a transmission (like where to put it in the first place).
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I'm trying to make a transmission where a Nova character speaks. Because playing a sound link won't allow subtitles to show, I play a sound before the trigger. Here are what the two triggers look like:
Sound - Play Nova_Yes (Unnamed) (1) for (All players) (at 100.0% volume, skip the first 0.0 seconds) Transmission - Send transmission to (All players) from (Model Portrait - Nova) playing No Sound Link with name "Michelle" and message "6 o'clock. Time to meet up." using (Cinematic portrait at Center Left) playing Talk Serious (Eyes) (Set To 4.0 seconds, Wait until it finishes)
The portrait shows up but it doesn't talk. Yes, I'm in 3D - the 2D/3D isn't the issue. The issue is she doesn't actually talk. No mouth movement, no anything. I tried to look up the answer, but the questions about it were from months ago and nobody knew the answer, unfortunately. I'm hoping somebody figured it out because SC1 was easy - make a transmission and the mouth moves because it's a transmission trigger.
@Frightwolf2005: Go
Don't you need a sound file playing in the transmission to make the mouth move? Thought I read something about that in Irc..
@Xolsom: Go
When I play a sound during a transmission, the text disappears completely.
You can probably just look at the campaign files and copy the sound objects they use, change the sound and subtiles. Not sure exactly which part makes the mouth move, but by copying their sound object it might work or help you figure it out at least.
Hm... I'm a noob to things like this, but... could you maybe create a blank sound file to play during the transmission? One of the same length? That way it WILL have a sound attached, and thus the mouth will move... but there won't be anything actually playing, because the .wav just contains silence. Or would that overwrite the previous sound file that you attached?
...I know it seems like a clunky solution, and you'd have to add redundant .wavs to make it work. But that's the best I can come up with. Like I said, I'm a noob to this.
@Sabulum: Go
That actually doesn't sound like a bad idea, lol.
Might be one I'll have to try out. I can just make a long .wav file, but I'll always set it to whatever amount I want it to play. If that works, then kickass. =P
@Frightwolf2005: Go
Wait, if I put in a blank .wav sound file, the text won't show up.
The text should be based on what you input in the conversation manager, it doesn't convert what it's actually hearing from the file to text. If your text is disappearing then it's a different issue. I think mine ended up disappearing for a while because I changed the type of conversation, which for some reason that type of conversation didn't want to show my subtitles.
No, what's happening is I'm typing out text, but if I play a sound file, it:
1) Doesn't allow the text to appear, 2) The portrait only animates for the length of the sound file.
If I leave the sound file out, the text appears, but the portrait doesn't animate at all. If I made a transmission in SC1, I was guaranteed:
1) Text, 2) A talking portrait
I'm trying to figure out how I can get a simple trigger from SC1 to work completely in whatever I'm using on SC2.
@Frightwolf2005: Go
Okay, what I would try doing is moving the text into a user created conversation in the data editor and run that along side what you're doing with triggers. Make sure the conversation is set to the type 'briefing' and for each line of text there, use the custom sound button and sync the time for each line for what you've set in the triggers.
The text disappears because you added a sound file to the transmissions. That's how it works and there's noting you can do about it (Blizzard figured that if you're hearing the voice, you don't need text). To enable both text and sound you have to go into your settings and tick the "show subtitles" option (no, there is no way to turn that on for other players using triggers, it would be really bad if we could modify their settings remotely :P).
Facial animations are determined by the string in the "Facial Animation" field (it's in the panel you get when you do "modify sound" in the sound object). Each line from the campaign (or unit sound) have their own unique string. I have no idea how to add new animations. The best you can do is find a long sound and paste its facial animation string into your sound's field. It's not going to look good, but the lips will me moving.
Oh, and the subtitles field in that window doesn't work for custom added sounds, it just throws an error.
@Tolkfan: Go
Then I have a question about that. I could get around the subtitle thing by having a Play Sound trigger before the transmission. If I play a transmission with no sound link, the portrait won't animate. What I'm basically doing is I want A sound to play when someone talks, but since I'm not in SC1, I'm not just using the ComBeep sound I used to use, so I'm using a sound from the unit (i.e. Nova_Yes, Archon_What, etc.) because it sounds fine like that.
Is there a way to play a transmission with no sound file but use other triggers to get the portrait to animate? I've been trying to mess with a few portrait triggers, but none have worked so far.
EDIT: I figure if I can get this to work, I can add a tutorial so nobody has to go through what I just did. =P
@Frightwolf2005: Go
do eeet!
@BlueFacedGit: Go
Soon as we figure out how to get this to work. =P
God, this used to be so freaking easy in SC1. If SC2 is anything besides comprehensive, it's not user-friendly.
Just make a transmission (the basic one, not the Simple or Campaign version) with that sound you want (Nova_Yes or whatever) and don't put anything in Text or Message fields (set them to empty or Default Speaker/Subtitle). And right after that, make a Text Message that sends the text you want to the Subtitle Area. It will be visible to people with or without subtitles turned on.
The portrait will animate its lips to the Nova_Yes sound.
@Tolkfan: Go
The problem with that is she'll animate just for those couple of seconds. So she'll animate "Strictly business" or whatever for a second and stop talking. I'm trying to just get some kind of generic talking animation going for however long my text will be.
@Frightwolf2005: Go
Find a voice file where Nova talks for a loooong time, copy the "facial animation" field from it (see the picture above) and paste it into the same field for your Nova_Yes sound.
It's going to look ugly, but she'll move her lips.
Mouth movement is powered by FaceFX. I'm pretty sure you have to make a .fxa file for the audio file you want to the lips to move with, but I don't know much about it.
@Tolkfan: Go
I will try that and let you guys know how it turns out!
@Frightwolf2005: Go
Okay, I ran into a problem.
I'm not sure how to get these sounds into my map, so I copied the string and posted it as a value in my transmission. The map can't play if I do that. So I'm still unclear as to how to get this animation string into a transmission (like where to put it in the first place).