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<title>Forum - How Do I ...? - How do I lip-sync to more than one audio file? - Messages</title>
<link>http://www.muvizu.com/Forum/topic2980-how-do-i-lipsync-to-more-than-one-audio-file.aspx</link>
<description>Forum - How Do I ...? - How do I lip-sync to more than one audio file? - Messages</description>
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<pubDate>Thu, 17 Mar 2016 19:04:19 GMT</pubDate>
<lastBuildDate>Thu, 17 Mar 2016 19:04:19 GMT</lastBuildDate>
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<title>Message from ritsmer</title>
<description><![CDATA[Perfectly right. <br/>  <br/> When I read harold66's post I could get the idea that he means that Muvizu can sync to one audio track only for the whole video and for all the characters in that video  ? <br/>  <br/> But every character do have their own audio tracks.... <br/>  <br/> And one mostly has to start using a main audio track anyway in order to "synchronize" the characters movements etc to that - long before the mouth-dialogue-synchronizing is done. <br/>  <br/> So, as PatMarrNC writes: you really need to have the full dialogoe finished before you start moving the first charecter around. <br/>   <br/> As an example I have just finished a music video where the input was an old sound track from a stage performance (from back in 'eighties). <br/> The band had a lead singer - and a "chorus" singer, whom you do hear - plus the guitarist and the drummer more-or-less noticeable singing/humming some lines along too - but you see their mouths moving. <br/>  <br/> To do this I recorded a soundtrack for the lead, the chorus etc. - in total 4 tracks - with my own voice - and synchronised the characters to their respective tracks. <br/>  <br/> Of course the original sound track was also needed to manually synchronize the movements of the 4 musicians too. <br/>  <br/> After having done all this I just took the video from Muvizu into Vegas, deleted the Muvizu audio track with my voice (gruesome), and added the original soundtrack. <br/>  <br/> Anyway I had to put it through Vegas because I wanted the dust in the bright stage lights to "live" as you always see at a concert  :- ) - but I think it could have been done just in Muvizu - where you could use the main audio track only and mute the rest - just before the final rendering. <br/> <em>edited by ritsmer on 17/03/2016</em>]]></description>
<pubDate>Thu, 17 Mar 2016 19:04:19 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[What some call a "deficiency" I've come to regard as an "efficiency"... part of the reason why MUVIZU is easy to learn is that everything a person needs to understand has been simplified to its most fundamental form... in this case, a single audio file provides the dialog for a single character. I find that very easy to grasp and use.  <br/>  <br/> It has always been true in the computer realm that what starts off as  "user friendly" to a novice can become "user hostile" when the user gets more experience and doesn't want the hand-holding any longer.  <br/>  <br/> There are just so many workarounds for this "problem" that I have a hard time seeing it as a problem at all. But since you are working with kids in an educational environment, here's one FUN way to overcome the obstacle: <br/>  <br/> 1) write out your scripted dialog <br/>  <br/> 2) get the kids to role play the dialog... better yet, have auditions and the kids can compete for the voice acting roles <br/>  <br/> 3) record their delivery either on separate tracks, or use Audacity to separate the parts into whatever dialog is unique to each character. Doing it in real time like this virtually guarantees that the timing of the parts transfers directly to the audio file, and therefore to MUVIZU <br/>  <br/> 4) when you load the audio into MUVIZU, name the snippets after the character... that way the kids will visually grasp the relationship between the character and his/her dialog <br/>  <br/> 5) assign the dialog to the character, and MUVIZU does the rest automatically <br/>  <br/>  <br/> If that seems too complicated for the kids, consider training them to work in SCENES, recording only segments consisting of whatever dialog they can manage. Since part of using MUVIZU involves learning to combine scenes into one consolidated video, this would reduce the project into bite-sized nuggets they can understand.]]></description>
<pubDate>Wed, 16 Mar 2016 13:06:34 GMT</pubDate>
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<title>Message from harold66</title>
<description><![CDATA[Man I'm  pretty bummed out over this issue, This software has everything  my class would need to teach a beginning animations course but my student are young ages 9 to 12 <br/> It's  just to hard to have them do the single audio file method. <br/> I end up showing them a couple of project that I've done & having them do some simple one character exercises which the kids just love. <br/> Unfortunately we can only go but for some long before we would like to introduce  other characters for a more story telling experience. <br/> This is a huge limitation. <br/> I really think that if this was fixed this program would be so huge. <br/> I would paid double the price if it was fixed.]]></description>
<pubDate>Wed, 16 Mar 2016 04:41:25 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>Valero</b> wrote:<br/><div class='quote'>this deficiency </div> <br/> <img src="images/smilies/shakehead.gif" border="0" alt="shake head" />]]></description>
<pubDate>Fri, 05 Jun 2015 13:47:10 GMT</pubDate>
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<title>Message from Valero</title>
<description><![CDATA[<b>drmark</b> wrote:<br/><div class='quote'>Thanks for the post Valero. Which version of Crazy Talk Animator are you using? Can you expand a little on how you use it?  <br/> . </div> <br/>  <br/>  <br/> CrazyTalk Animator Version 2, is a 2D animation software that uses vector drawings so its has a very clean appearance. It uses  animation tools such a timelines, manual animation tween as well as numerous ready made animations such a seat, stand, idle, etc,etc. and a plethora of commercial characters, items, scenes, etc,etc.   You can design your own characters (not too easy to do) It has a Low learning curve and a price of around 170 US dollars. It has full lip sync and allows viseme. You can export in every possible format and one of its best quality is the "motion blending" which does away with the jump that can be seen when switching from one ready made motion to another. Basically CTA (CrazyTalk Animator) works similar to Muvizu except that their user interface its more "animation standard"   <br/> I've been producing animation for my church for the last 14 years and I have gone from the extra steep learning curve of the top of the line Maya to the simplistic, NO learning curve now defunct:  Xtranormal. The demands from church and the need to have these animations done in hours instead of days took me to fast producing software such as Muvizu which in my rating scheme scores as EASY in the learning curve. <br/> One last thing I've also used MovieStorm  and the biggest drawback I found was the low poly characters and the "idle position" which makes all the characters move at the same time. MovieStorm its rated number 4 in my list and with a large users base, and low learning curve its a promising software. <br/> <em>edited by Valero on 05/06/2015</em>]]></description>
<pubDate>Fri, 05 Jun 2015 00:21:33 GMT</pubDate>
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<title>Message from Valero</title>
<description><![CDATA[In the last 14 years I have used/owned more than 18 animation software, of all of them, Crazy Talk animator, Muvizu and Iclone are my top 3, but of the 18 others, only Muvizu has the "one track Lip sync limitation", no other animation software has this deficiency, of course there are workarounds to this but, multiple track its inherent in any animation since the early days of the hand drawn cells.  <br/> Muvizu its trying to break in to the Steam market   <a href="http://store.steampowered.com/genre/Free%20to%20Play/" target="_blank" rel="nofollow">http://store.steampowered.com/genre/Free%20to%20Play/</a>    <br/> in Steam there are very, very experienced gamer/animators  which are supplied with a vast amount of of FREE animation software such as Source Filmmaker  <a href="http://store.steampowered.com/app/1840" target="_blank" rel="nofollow">http://store.steampowered.com/app/1840</a>   which by the way has the best "out of the package Lip Syncing"  that there is without using Visime which its also included.  SFM (Source Filmmaker) its a massive animation designer with High poly characters,  a High learning curve and  appealing to both newcomers as well as pros. <br/> Muvizu should be loyal to its early commercial license buyers and try to fix the major glitches before venturing in new and more competitive markets. <br/> <em>edited by Valero on 05/06/2015</em>]]></description>
<pubDate>Thu, 04 Jun 2015 23:58:49 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>drmark</b> wrote:<br/><div class='quote'>It's slows one down considerably having the work with one single, and often very long track for a single character. </div> <br/> I think it would be more fair to say it slows <i>you</i> down as I've suffered no ill effects from the current implementation and find it a wonderfully simple approach.  Multiple tracks flying around?  More stuff = more complicated. <br/>  <br/> Now this makes sense.  It's a case of blaming the tool rather than the user.  If that system is what would make it work better for you, then it would be great to implement it and then we could each use the system we prefer.  That said...  <br/>  <br/> <b>dreeko</b> wrote:<br/><div class='quote'><span style="color:rgb(34, 34, 34)"> </span><span style="color:rgb(34, 34, 34)">everyone has their own favourite must have feature... </span><span style="color:rgb(34, 34, 34)">There are (in my opinion) greater things which Muvizu lacks that neither I or anyone else can achieve without a change to the software and it's these that I would like to see appear first. </div></span> <br/> <img src="images/smilies/whs0be.gif" border="0" alt="What He Said" />]]></description>
<pubDate>Thu, 04 Jun 2015 23:26:53 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Multiple tracks available for each character hmmn. Yeah that would be an asset. <br/>  <br/> They have included the ability to record directly into Muvizu so asking for trimming, splitting, and adding additional tracks for the same character at the very least should be expected as a feature request.  <br/>  <br/> The fact that some users are walking away from Muvizu for this reason I'm sure will not escape their attention. However there are a lot of requests to get through and everyone has their own favourite must have feature  <br/> I can get round these audio problems in other ways. There are (in my opinion) greater things which Muvizu lacks that neither I or anyone else can achieve without a change to the software and it's these that I would like to see appear first.  <br/>  <br/> Cheers  <br/> D]]></description>
<pubDate>Thu, 04 Jun 2015 23:01:44 GMT</pubDate>
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<title>Message from drmark</title>
<description><![CDATA[It's not that something is "wrong" with the software, but that the audio functionality could be more fluid. It does work as is, but the ability to lay down multiple tracks for the same character would make the software more efficient. Most competing products allow for multiple tracks. It's slows one down considerably having the work with one single, and often very long track for a single character. That's the jist of this thread.  <br/>  <br/> Muvizu is still a standout product, and better audio controls are high on the list of user needs. I hope the leaders can offer this in a future release.]]></description>
<pubDate>Thu, 04 Jun 2015 20:41:54 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>Different strokes for different folks.  </div> <br/> Now this makes sense.  Where I'm confused is where there is any limitation or design flaw in the software that keeps getting discussed.  It seems more like "different strokes means something's wrong with the brush."]]></description>
<pubDate>Thu, 04 Jun 2015 20:18:13 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Talk and shush vs separate audio tracks for each character...  <br/>  <br/> Both are time consuming and done right should produce the same results  <br/>  <br/> Different strokes for different folks.  <br/>  <br/> D]]></description>
<pubDate>Thu, 04 Jun 2015 17:42:54 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'>the intended muvizu way is to lump all the dialogue into a single audio file and use shush and talk to that </div> <br/> This is how I've always done it.  It's quick and it's easy.  In fact, this entire thread is somewhat baffling to me... <img src="images/smilies/dunno.gif" border="0" alt="dunno" />]]></description>
<pubDate>Thu, 04 Jun 2015 11:15:30 GMT</pubDate>
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<title>Message from drmark</title>
<description><![CDATA[Thanks for the post Valero. Which version of Crazy Talk Animator are you using? Can you expand a little on how you use it?  <br/>  <br/> I've also been using MovieStorm, which works well. It's easy to use and is fairly robust. My hunch though is that Crazy Talk Animator might be a better choice. I tried the iClone demo once, and the learning curve was way too steep to make it worthwhile.  <br/>  <br/> I still really like Muvizu, and use it as one of my animation choices, but the multiple lip synch files continues to be a big issue.  <br/>  <br/> Thanks for sharing.]]></description>
<pubDate>Thu, 04 Jun 2015 01:32:28 GMT</pubDate>
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<title>Message from Valero</title>
<description><![CDATA[After several years with Muvizu and waiting for this "multiple lip sync"  issue to be resolved I too felt the need to move to other software that were more efficient on this matter. I have spent 1 year with CrazyTalk Animator and although its a 2d animation, its clean and easy interface its very promising, not to mention the support and updates.]]></description>
<pubDate>Thu, 04 Jun 2015 00:34:04 GMT</pubDate>
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<title>Message from schlattes</title>
<description><![CDATA[Unfortunately I agree.  I was very excited to make animation with this software, but this discovery has left me pretty depressed.]]></description>
<pubDate>Sat, 03 Jan 2015 00:16:59 GMT</pubDate>
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<title>Message from WDjoe</title>
<description><![CDATA[<b>drmark</b> wrote:<br/><div class='quote'>Thanks for the reply! I was excited about the potential for this product, but sadly, need to move onto to another product solution because of this major limitation. I'm just stunned at the lack of design foresight for such an important function inherent to quality animation. Hopefully, this is improved in future versions. There are many nice features of this product.  I'm sad to have to let it go. :-) </div> <br/>  <br/> I agree, this seems like it could be a great product, but because of this limitation it sinks it. This alone is what is keeping me from buying the commercial license. I too will be looking around for another product that does not have this issue.]]></description>
<pubDate>Sun, 07 Sep 2014 12:47:55 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[lol seems i am talking to myself again my top post was not the original post <br/> <em>edited by urbanlamb on 15/05/2014</em>]]></description>
<pubDate>Thu, 15 May 2014 23:21:21 GMT</pubDate>
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<title>Message from drmark</title>
<description><![CDATA[Thanks for the reply! I was excited about the potential for this product, but sadly, need to move onto to another product solution because of this major limitation. I'm just stunned at the lack of design foresight for such an important function inherent to quality animation. Hopefully, this is improved in future versions. There are many nice features of this product.  I'm sad to have to let it go. :-)]]></description>
<pubDate>Thu, 15 May 2014 22:46:27 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[the lip synch system has remained unchanged so any info in tutorials etc is still accurate pretty much yup .]]></description>
<pubDate>Thu, 15 May 2014 22:34:56 GMT</pubDate>
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<title>Message from drmark</title>
<description><![CDATA[Is this still the case with the product? That means if you have a dialogue between two characters, the lip synch feature is useless because only one file will be saved for lip synching. while timing a characters dialogue in audacity is a workaround, it is not practical. I have a 5 minute video with questions and answers between characters, so lip synch is perhaps the most important feature I would need. I am hoping there is something I am not understanding. Thanks for any assistance.]]></description>
<pubDate>Thu, 15 May 2014 22:07:39 GMT</pubDate>
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<title>Message from bigwally</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'>there is  a way to do it but the method described has never worked for me the intended muvizu way is to lump all the dialogue into a single audio file and use shush and talk to that.  There is a second method of using the other audio slots per character and fooling muvizu into recognizing that dialogue and just using the talk function but its fidly and doesn't work if you are not careful and for me it has never ever worked reliably.     </div> <br/>  <br/> The second method is what works for me.  Using Audacity, I would take the dialog and split it into separate audio files containing just one character throughout the whole audio file (not fun<img src="images/smilies/upset.gif" border=0 />).  It takes a little bit of doing, but once it is done correctly, it's all smooth sailing from there (fun<img src="images/smilies/smile.gif" border=0 />).  I did this with all the Nick Danger episodes, considering the extensive use of dialogue with multiple characters in the recording.]]></description>
<pubDate>Fri, 16 Aug 2013 05:49:11 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[there is  a way to do it but the method described has never worked for me the intended muvizu way is to lump all the dialogue into a single audio file and use shush and talk to that.  There is a second method of using the other audio slots per character and fooling muvizu into recognizing that dialogue and just using the talk function but its fidly and doesn't work if you are not careful and for me it has never ever worked reliably.     <br/>  <br/> however you can only use one audio fle per character no matter what method you use so you have to try to time your dialogue correctly which is probably something muvizu should consider changing in the future but for now you need to put all the dialogue into one file using something like audacity and set it up that way.  <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Thu, 15 Aug 2013 19:14:15 GMT</pubDate>
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