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Marius Oberholster Hey! I'm having an incredible learning experience, not only learning how Blender works (yes, still learning), but also about Open-Source and the incredible software available. Stick around!

Lipsyncing simplified

April 30, 2015
Hey all!

This is one I am very excited about writing! A while ago, I did a test in lipsyncing and I used a vector based method of doing it, not vector as in the PC does everything, but like hard vector, as in cell animation. That went fine, but it was not accurate  to the level that I really wanted it to be, but I saw an amazing experiment a while back in the Blender community on Google+. Someone there did lipsyncing by backing audio to F-curves. Not a new concept to me, but the idea to use it for lipsyncing was imo, a blessing beyond words, because it makes animation a lot easier.

Just to give credit where credit is due, here is the post. Thanx for posting that Jeff!

Now, GOD did enable me these past few days to take it a lot further than just baking a normal file to F-curves. Not saying that is what he's done, but I know the file has music on it and will affect the result.

In order to get a good result, I took out the F's in the audio file, using noise removal in Audacity and baked the resulting file to the jaw's X-axis. This enabled the mouth to close on the F's, instead of being open, like the volume would tell it to be. I am very very satisfied with the result this gives and with the amount of time it saves! wow!

Here is the result:



What I would recommend is that you use the original for your audio though. The f-removed file does not sound good, haha.

If you use Make Human, like I do, you would know that there is no facial rig (at least non that I've seen), that controls the mouth, other then open and closed and the tongue. This is not enough for words like world, more, floor, void, was, etc. They all require closure to a point. You can overcome this by adding an O shape key. That allows you to only have to animate the rounding of the mouth, since the opening and closing is done via audio. It means you can animate a ten second length of mouth animation in about an hour, if not less. And as always, the more you practice, the better it will be!!

So, with only the O to animate, if you're using Make Human, get out there and lipsync something!!! hahaha.

PS, I've tried animating the O with sound too, didn't work for me, but if you got it right, do share your method with the rest of the Blender communirty! I also looked at the results from auto lipsyncing programs, and they just don't work for me, because nr1, I'm not happy with the results and nr2, the animation can only be imported using a script. Not saying they are bad, but I'd rather do it manually at least for now.

Thank YOU so much for enabling us to be so much more efficient! JESUS, we know that good things only come from YOU and we thank YOU always, in JESUS Name! Amen!
 

Procedural wood progress

April 21, 2015
Hey all!

This has been a challenge for quite a few years now - creating good looking wood with procedural textures. Only these last two months have I really been given the results I wanted. Below are a few exampls on how this has progressed:







While the above ones are not horrible, they still don't quite get the look I really want. No, that is below:


(Fence from a current project)

The grass isn't even close to being done, but the fence is and I am very very pleased with it. GOD is so good!!
The wood...

Continue reading...
 

Anime with Make Human + Blender

April 17, 2015
Hey all!

Firstly, wow, this was a challenge! Still is a huge one, because I am yet to accomplish a proper hair result. Not to mention that I've only gotten one good eye, hahaha.

Now, not knocking Make Human at all. It is a fantastic program, but it is not yet suited for anime creation natively, but they do want to add it and need all the help they can get. Unfortunately, I'm nowhere close to that. What GOD helped me do here, was simply make a model and modify it in Blender to have the fe...
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A few compositing tips - Toons

March 17, 2015
Hey all!

As you all know, I am a huge fan of the cartoon looks out there and especially how the style is approached. After a while, I realized, by GOD's grace, that essentially, you can treat a finished animation as raw footage from a camera. That allows you to get a very distinct look. This is a very very basic scene, but it illustrates my point:


(Everything rendered and composited in one project)

Okay, now, this also works for video, especially if you have access to render layers, like in Blen...
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