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Lip Sync Tutorial.swf

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Flash #36203

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Hello, and welcome to my 3rd installment of
tutorials. Today we are going to study some
lip syncing.There are several methods of
lip syncing, but the one we will cover is
a frame by frame method that I am sure
many of you have seen in shows such as
South Park.But in a twist I add a little
bit of action scripting to help get the
job done.

Ask s1nt3ch.

Step 1: Get your audio clip. Flash can import many different sound formats
including wavs, mp3s, aiffs. CLick play to hear the one I am using.

Step 2: Draw your character. Ok, so I have what appears to be dracula, so
what I'm going to do is draw him using the great flash tools.First, make a new
movie clip by pressing ctrl+F8 then choose Movie Clip as the symbol type and
name it "whole head" then hit "OK". Now draw your character's head But
we're going to keep in mind that we want to keep the drawing of his mouth on
a different layer.
Like shown here.

mouth layer

Head layer

Step 3:Grouping. Next we will select all that is on the layer with the head
by simply clicking on the frame that it is contained in on the timeline.
Once selected, Press ctrl+G on your keyboard to group it together. While
it is still selected hit F8 to convert it to a symbol. We will name it "Head"
graphic, and hit "OK".After that is converted then select the mouth layer and
convert it into a MOVIE CLIP , by pressing F8 we will call this clip "phonemes"

Step 4: Making the mouths. Now we are going to "Step into" the mouth
movie clip that we have made. We do this by either double clicking on the
mouth on the stage or right-clicking and choosing "edit in place" from the
right-click menu.Once inside the clip you will notice that the head in the
background has faded somewhat, this just tells you that whatever is faded
is not editable at this time, so we will only be affecting the mouth clip.

Faded graphic in
background.

Step 4 cont'd: While in edit mode for our mouth what we want to do first, is
turn on "onion skinning" this feature allows you to see backwards or forwards
in your animation from whatever point you are currently at

After onion skins are on right click in frame 2
of layer 1 and choose "Insert Blank Keyframe"

Step 4 cont'd:After inserting a blank keyframe you should be able to see a
ghosted version of the previous frame on your screen. We are going to use
this "ghost" as a guide for our mouth size.Now in the second frame we're
going to draw our second mouth shape. Let's draw what I will refer to as the
"sh" shape

Before fills

After fills

1    2     3     4     5    6    7     8      9

m/p/b

sh/s/n

eh

ah

l/n

o/oo/r

th

eee

f/r

Step 4 cont'd: Continue adding blank keyframes and drawing new/different
mouth shapes You can use the ones below as a guide. It shows the frame #
and the mouth shape and the sounds that can be used for each shape.If you
noticed some of the mouths can be used for multiple sounds.

Step 5: Name your frames. ok the next step is to give frame labels to each
frame that has a mouth shape in it you can do this by  first clicking the frame
then in your property inspector replace the words"<frame label>" with your
new frame names.The order I am using is as follows.Notice the names try to
match the sounds that are being made..

1     2      3       4       5        6       7        8          9

m

s

e

a

l

o

th

eee

f

Frame #
Frame name

Step 6 Setting up lips for action scripts: Now we're going to add a simple
action script to our newly made lips movie that makes it go to whatever frame
we desire. First double click anywhere off of your lips frames to go back to ]
the clip that contains our head AND lips . This is the clip that we named
"Whole head" earlier. Ok now that we're in the "whole head" clip single click
once on the lips movie so it is selected. Then hit F9 on your keyboard to
bring up your actions panel. Then type (or copy/paste) this script into the
window on the right side.

<P ALIGN="LEFT"><FONT FACE="Comic Sans MS" SIZE="14" COLOR="#0000FF"><B>onClipEvent (enterFrame) {</B></FONT></P><P ALIGN="LEFT"><FONT FACE="Comic Sans MS" SIZE="14" COLOR="#0000FF"><B> &nbsp;&nbsp;&nbsp;this.gotoAndStop(_parent.shape);</B></FONT></P><P ALIGN="LEFT"><FONT FACE="Comic Sans MS" SIZE="14" COLOR="#0000FF"><B>}</B></FONT></P><P ALIGN="LEFT"></P>

Step 7: We are now going to add the lips clip into a clip that will contain
our audio. What we need to do is close the actions panel and then select the
lips clip again. Then while selected hit F8 on your keyboard to convert it to
a new symbol. Name it "audio mouth" and type= movie clip. Then hit "OK".

Step 8: Adding audio. Ok , next step is to double click the newly made
"audio mouth" clip or right-click and choose edit in place so we can "Step into"
the clip. Once inside you will see our "phonemes" clip inside. The action that
we had added in the last step can be seen still on this clip if you choose it and
hit F9. Ok on to the audio. If you have not yet imported your audio you can
do so now by hitting ctrl+R and browsing for your clip. Make sure that the
drop-down menu in the browse window is set to search for audio files or all
files.

Step 8 cont'd: Now that we have our audio imported we can add it to our
timeline. First we need to add a new layer by hitting the paper with a plus
sign under our layers.

After we add a layer, you will see it appear above
your first, we need to select the first frame in
the newly made layer. After selecting it look at
the bottom of the screen at your properties panel
(Ctrl+F3). You will notice that there is an option
called "sound". In this option use the dropdown manu
to select the sound you imported. You will also see
an option that says "sync" drop this option down to
make it say "stream"

Step 9: Extend your audio clip.Ok the next step is to extend your audio clip to fit
the amount of frames that will hold the audio. The first thing you should do before
this, though, is to adjust your frames per second rate to whatever your movie will
be running at. I have mine set to 30 FPS. This can be changed in the movie
properties(ctrl+J).Now Right click frame 2 in the layer that your audio is in and
choose "Insert Keyframe". After that you want to click the newly made frame, in
frame 2,and then after you click it once then click and drag it to the right and
drop the frame somewhere further down on the same layer.

Now this can be tricky,
but if it doesn't move
the first time just
reselect the frame and
try again.

Step 9 cont'ed: Now what you want to do is stretch this frame and then drop it,
then stretch it again and drop it again . Keep doing this until you see the frame that
your audio ends on.When you can see where the audio ends right click in that frame
and choose insert keyframe. Then hit F9 to bring up our actions for this frame.
Type or paste this action script into the window.

<P ALIGN="LEFT"><FONT FACE="Comic Sans MS" SIZE="13" COLOR="#0000FF"><B>stop();</B></FONT></P>

This will prevent your audio
from looping or playing past
where it should be ending.

Step 10: Add a keyframe for your "phonemes" clip. Right click on the same frame
that your audio ends on, but this time in the layer that has your "Phonemes" clip
it is probably still labeled layer 1. So right click on that frame and choose "Insert
Keyframe" This will ensure that your lips clip is on the screen for the entire
duration of the audio clip.

Step 11:Try your audio. While we're here we might as well test our audio to make
sure we can scrub it. Grab the red Timeline Marker up in your timeline where the
numbers are and drag it left and right on the timeline. You should be able to hear
your audio all scratchy and playing back and forth as you scrub.

Drag up here.

If you can't hear your audio make sure it is an audio
file that Flash understands , and make sure your audio
is set to "stream" in the frame options.

Step 12: Add yet another layer. We will now add another layer to our 2 that we
have already.This new layer will contain all of our actions that make the "Phonemes"
action that we applied earlier work.Now, there is a problem with adding layers when
you already have keyframes for other layers. The problem is that it adds the same
amount of keyframes to the new layer. So what we want to do is remove those
unwanted frames.To remove them simply start at the left in the timeline then click
and drag to the left until all of layer 3's frames (minus the first frame) are
selected then right click anywhere on your selected frames and choose remove
frames.

<P ALIGN="LEFT"><FONT FACE="Comic Sans MS" SIZE="14" COLOR="#0000FF"><B>shape=&quot;m&quot;;</B></FONT></P>

Step 13: Place your actions. Now, this is where the magic happens. On the first
frame of the new layer add this action script by clicking the layer and then hitting
F9 to open your action window. Paste or type this script.

After we have our Action script in place
we want to right-click the code and choose
"Copy". The area to right click and copy from
is circled in red in the diagram to the right.

Step 13 cont'd: After we have our action copied we can move on. What we are
going to do is drag the red time slider from earlier and drag until you hear your
sound start. At this point is where we will branch differently from each other. So
What we do is determine what the first syllable is in my case it is B for "blood".
then we will open our actions panel and paste the code from earlier. Now after your
code is pasted, you can change the name in the quotation marks to equal the frame
name for each sound that we determined from our mouth shapes earlier. So in this
case my code will remain the same.

<P ALIGN="LEFT"><FONT FACE="Comic Sans MS" SIZE="13" COLOR="#0000FF"><B>shape=&quot;m&quot;</B></FONT></P>

The code is the same because m and b  sounds share the same phoneme shape.
So lets scrub to the next frame and listen to the sound. In my case it's an "L"
sound so I will open my actions panel and put.

<P ALIGN="LEFT"><FONT FACE="Comic Sans MS" SIZE="13" COLOR="#0000FF"><B>shape=&quot;l&quot;;</B></FONT></P>

Step 13 cont'd: Now what is happening is our script from before.

<P ALIGN="LEFT"><FONT FACE="Comic Sans MS" SIZE="13" COLOR="#0000FF"><B>onClipEvent (enterFrame) {</B></FONT></P><P ALIGN="LEFT"><FONT FACE="Comic Sans MS" SIZE="13" COLOR="#0000FF"><B> &nbsp;&nbsp;&nbsp;this.gotoAndStop(_parent.shape);</B></FONT></P><P ALIGN="LEFT"><FONT FACE="Comic Sans MS" SIZE="13" COLOR="#0000FF"><B>}</B></FONT></P><P ALIGN="LEFT"></P>

What this action is doing is, every in frame this clip checks to see what the variable
called "shape" that is contained on it's parent(or clip that contains it). It checks
the variable and says "I'll go to the frame that has the same name as the variable
in my parent clip." So as the variable name changes this clip goes to the frame that
corresponds to that variable name.And, since we are changing the name of the
variable every time that our sound changes, the clip changes to the rigth sound.
So, all you have to do now is go through your entire audio clip and add keyframes
where your audio changes syllables. then open the actions and paste the same
variable code , but change the name in the quotation marks to be the same name
as the frame in our phonemes clip.

Step 14: After you are done changing your variable for each sound cue(or change) in
your audio clip, go to your main timeline and drag your "whole head" clip to the stage
and then test your movie with ctrl+enter on your keyboard. Watch your new lip sync
in action.Press play below to see my whole clip

I hope this shed some light
on this technique. The setup
for this takes a bit to get used
to, but once you do, you can
crank out a full 2 min dialogue
in about 2 hours or faster.
I'm sure there are other
methods out there, but I really
have taken a liking to this way.
Leave a Review and I hope I
helped.

Thanx ,
s1nt3ch

ActionScript [AS1/AS2]

Frame 1
percentage = (_root.getBytesLoaded() / _root.getBytesTotal()) * 100; percent = Math.round(percentage) + "%"; if (_root.getBytesLoaded() == _root.getBytesTotal()) { _root.gotoAndStop("tut"); }
Frame 2
gotoAndPlay (1);
Frame 3
beginning = true; ending = false; stop();
Frame 4
beginning = false;
Instance of Symbol 52 MovieClip in Frame 10
onClipEvent (enterFrame) { this.gotoAndStop(_parent.mouth); }
Symbol 12 Button
on (release) { if (_root.ending != true) { _root.gotoAndStop(_root._currentframe + 1); } }
Symbol 13 Button
on (release) { if (_root.beginning != true) { _root.gotoAndStop(_root._currentframe - 1); } }
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on (release) { gotoAndPlay (2); }
Symbol 19 MovieClip Frame 1
stop();
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gotoAndStop (1);
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on (release) { gotoAndPlay (2); }
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shape = "m"; stop();
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shape = "m";
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shape = "a";
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shape = "th";
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http://swfchan.com/8/36203/info.shtml
Created: 15/5 -2019 08:50:03 Last modified: 15/5 -2019 08:50:03 Server time: 20/05 -2024 02:29:34