No. Voice objects in the data editor all have a fixed "facial animation" field, and it's unique to every voice file. Best you can do is to copy that field and paste it into your own, that makes the lips move, but not in sync with your sound :/
Maybe they'll release tools for us to those facial animations from sound files, but don't hold your breath.
I'm actually thinking its not the sound files that hold the animation info but these FXA files I'm finding that are tied to a bunch of the terran portraits (and coincidentally its only the ones with facial features that can move during dialog). Another indicator that these FXA files are responsible for it is that they're in the regionalized MPQ files rather then the main MPQ files for the core, campaign and story modules. The final indicator is that the editor flat out calls the field where they're set as the "Facial Controller"... That is unless raw .ogg files some how hold 3D facial animation data sections I wasn't aware of. ;)
That FaceFX software also coincidentally deals in .FXA files so I have a feeling they are the missing link and yah that program is how you can then edit those files. So far I've also learned that these FXA files seem to know which particular sound files they should react to and they are semi-interchangable between portraits, the siege tank driver and the thor driver for instance I think share enough of a model structure that their faces don't go all insane when you switch their dialog and FXA files, meanwhile try that with the marine or say the medic and its hilarious.
Unfortunately that FaceFX software is 200$ a pop...not something I want to drop on a theory :P
Yes it is in the .FXA files, which is used with other games with facial animations as well. This probably isn't too helpful, but SC2 uses bone movements for facial animations rather than morph targets.
http://www.facefx.com/game-titles
faceFx say SC2 use the technology which generate facial anmation from audio. So, is it possible to make the charactors speak to our voice decument?
Or maybe they use the technology but not at runtime, which means we can never use that in our maps?
Thanks in advance L.F.
No. Voice objects in the data editor all have a fixed "facial animation" field, and it's unique to every voice file. Best you can do is to copy that field and paste it into your own, that makes the lips move, but not in sync with your sound :/
Maybe they'll release tools for us to those facial animations from sound files, but don't hold your breath.
This is new. At least we know the tool is there. Just a matter of time to how import/use it properly
I'm actually thinking its not the sound files that hold the animation info but these FXA files I'm finding that are tied to a bunch of the terran portraits (and coincidentally its only the ones with facial features that can move during dialog). Another indicator that these FXA files are responsible for it is that they're in the regionalized MPQ files rather then the main MPQ files for the core, campaign and story modules. The final indicator is that the editor flat out calls the field where they're set as the "Facial Controller"... That is unless raw .ogg files some how hold 3D facial animation data sections I wasn't aware of. ;)
That FaceFX software also coincidentally deals in .FXA files so I have a feeling they are the missing link and yah that program is how you can then edit those files. So far I've also learned that these FXA files seem to know which particular sound files they should react to and they are semi-interchangable between portraits, the siege tank driver and the thor driver for instance I think share enough of a model structure that their faces don't go all insane when you switch their dialog and FXA files, meanwhile try that with the marine or say the medic and its hilarious.
Unfortunately that FaceFX software is 200$ a pop...not something I want to drop on a theory :P
Yes it is in the .FXA files, which is used with other games with facial animations as well. This probably isn't too helpful, but SC2 uses bone movements for facial animations rather than morph targets.