no, I cannot make my own Mimic files, fortunately have most figures, just some like the Lorez Arab for example I don’t have dmc’s for and cannot figure out how to do them inspite of reading all the tutes, I keep missing Something, may click one day!
OK Mimic is one package I used a lot over the years, not sure if I’ll be able to pull off a tute like the big boys but I’ll give it a go because making mimic phonemes has become routine *sigh* Don’t know what that says about me.
What i’ll do is draft the tute here, trying to follow the best traditions of the complaint thread, and when it comes together I’ll post the whole lot in Wendy’s thread. There will be a lot of pictures so I’m going to reserve a couple of posts hopefully in sequence.
Wendy`s thread is here: http://www.daz3d.com/forums/viewthread/9199/
HOW TO MAKE PHONEMES AND EXPORT A CONFIGURATION (.DMC) FILE USING MIMIC PRO
I’m using a Windows machine with Vista installed for this, don’t have a later windows version to use sorry. My definition file might differ from yours, I seem to have a couple of dozen definition files called Default, they all seem slightly different, apologies if ymv.
I’m using Mimic Pro 188.8.131.52 here.
First and obviously some kind of audio is needed to assemble phonemes around. I use the 40 or so phoneme international scheme, I’m also comfortable with other schemes like the Disney 13 and SAPI 21. One thing I have found useful is getting actors to record a standard line so whatever work has been done on making phonemes for one voice can easily be transferred a tweaked for another voice. The phrase I use is a line of dialogue which contains all the phonemes in the international scheme:
A note about the bored worker who bashed his fat chum’s head in and got the boot.
Here is Mimic loaded up and ready to go with the line of dialogue imported via the session manager and M4 ready to go with all the windows you need open to create a new phoneme set. Is important to remember that some windows only open from other windows. For example you need to define a phoneme in terms of the morph channels an object offers for lip movement, you can only open the channels window by clicking on the containing object in the OBJECT TREEE WINDOW, in this case “head”. So, reiterating, open the object tree window and double-click on the “Head” object to see the morph channels. You can close the object tree window now if you need the screen real estate.
If you look along the timeline you will see that mimic has parsed the phrase and displays a set of phonemes for each spoken word based upon the default mimic config file. It is this default file we are looking to change.
Click thumbnail to see full-size image