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NWN2 TOOLS

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Name  Lipsynch Creator
Author  Adam Miller
Submitted / Updated  08-14-2008 / 08-14-2008
Category  Sounds
Patch  1.00
NWN2Game  All
Description
This utility takes wav files and converts them into a compressed version used by the game. It additionally creates the fxe files needed for lipsynching. Note that the lipsynch animations are "kung-fu style", meaning they don't actually match up with what is spoken, but it's better than nothing.

Files

NameTypeSizeDownloads
lipsynch.ziplipsynch.zip
Submitted: 08-14-2008 / Last Updated: 08-14-2008
zip568.11Kb382
Lipsynch creation utility
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Comments (11):

Posted by TheLightbearer at 2009-07-24 21:47:06    Voted 10.00 on 07/24/09
A note for anyone which tries the above procedure. It helps to rename the "dummy" MP3 the same as the file you want to make the FXE for, and do this before using the convertvoice bat. In this way the generated name will be correct and you won't have to rename the FXE. I just remembered about that. (since FXE's can be notoriously hard to rename) Sorry for any confusion it may have caused. Best regards!

Posted by TheLightbearer at 2009-07-24 21:30:39    Voted 10.00 on 07/24/09
I can't thank you enough for creating this utility Adam! Words cannot say how appreciative I am to have this! I discovered a simple trick other noobs like myself may can use. Having noticed some of the generated FXE's weren't the same length as the MP3's I used to generate them, I needed to find an alternate approach so that the lipsync animation will last all the way through the spoken dialogue in each part of the conversation. I simply created a "dummy" MP3 which was longer than the original version which I planned to use and then placed it into the wav folder in your utility and used the convertvoice bat to create a longer FXE file. (and discarded the newly generated MP3 to prevent confusion) Then I renamed the FXE the same as the original MP3 which I needed to use, and placed both the original MP3 and the dummy generated FXE of the same name into the override folder. Then I opened the conversation and placed the MP3 file into the appropriate sound field on the NODE section of the conversation. In this way the lipsync always plays to the end of the spoken dialogue. I hope this procedure can be helpful to someone reading this post. Thankyou again for all of your hard work with Neverwinter Nights 2 Adam! You do totally awesome work and your efforts make the game lots and lots more fun! Take care!

Posted by Shywalker at 2008-12-12 05:53:58    Voted 9.75 on 12/12/08
This little baby works great for me. The only thing I don't like is the 16 characters need for each wave name. Maybe this is an expected amount for the toolset or maybe not I am not sure. All in all it works great for me. Keep up the good work!

Posted by Torack007 at 2008-11-24 22:15:00    Voted 10.00 on 11/24/08
Sorry, your lip sync creator is Awesome, but would you mind pointing me in the direction where an absolute beginner can learn about lip synching from start to finish? I'm not quite sure of the next step, and I think I need to be guided through the whole process.
_________________________
Need a voice actor? I'm available for free.

Posted by Melirinda at 2008-08-25 01:20:26    Voted 4.00 on 08/23/08
Even just manually replicating the process for say 12 different initial folders corresponding to the RogueDao's 12 FXE files different in duration would help. I wouldn't mind just sorting the mp3s manually first and putting each group into a corresponding folder.
_________________________
Joinable NPCs in IWD2. I'm *not* kidding!

Posted by Melirinda at 2008-08-23 08:04:23    Voted 4.00 on 08/23/08
Oh, nooo... The tool doesn't take into account the line's duration. So, basically, the character simply opens his or her mouth for a couple of times and that's it, while the rest of the line plays out with the character's mouth closed. Quite a dissappointment. The only way to match your lyp movements with the record duration is still RogueDao. So, requires improvement. If only Adam or someone else could build in an algorythm to check for the mo3 Duration, add 0.5 sec to it and match it to a corresponding length FXE, that would have been golden! As the tool is now, I am going back to Rogue Dao's manual editing.
_________________________
Joinable NPCs in IWD2. I'm *not* kidding!

Posted by Alfred J. Kwak at 2008-08-20 08:18:06    
Might be too much to ask for, but I'd really like to see how this works and looks like in the game, without having to download it first. Maybe you can add a short vid or some screens?

Posted by coreyh2 at 2008-08-17 02:59:46    Voted 10.00 on 08/17/08
awesome

Posted by JayAre at 2008-08-14 23:21:20    
Nice! I can't wait to try this out!
_________________________
You left the bodies and you only moved the HEADSTONES!!! YOU ONLY MOVED THE HEADSTONES!!!

Posted by Rosietreats at 2008-08-14 19:47:59    
Sounds like fun! Thanks for this Adam!

Posted by ladydesire at 2008-08-14 15:36:17    
Just what I'm going to need for my upcoming Campaign.

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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