Yeah, intensity based stuff isn't so good. Even good intensity measurements create bad jaw flappers. "m" is pretty loud on the intensity scale, but the mouth is closed.
In full disclosure, I work for an automatic lipsync company, annosoft. I'm a programmer and actively working on better integration with Maya - I learn a lot from everyone on these message boards. Don't get much opportunity to post anything useful.
Automatic Lipsync technology still can't compete with conscientious manual work, but it is a little bit closer. It has really
improved since those first generation programs.
our business is primarily in video games, and typically hours of audio and/or multiple languages. There are some good quality options when faced with budget killer problems. Other companies, such as Oc3 entertainment, also serve this market.
For CG in movies, we aren't doing nearly as well. A little splash here and there, but nothing consistent. Not that i understand too much here, but I think it's part perception (been there, tried that) and part reality (By hand is still better)
A reasonable middle ground is something that gives a solid first-pass using an automatic lipsync technique, but provides the data in such a way that it is easily editable by the artist. The automatic pass needs to be good, close, but then the tools need to be available to make it very easy to spot fix. I'm not saying I'm is completely on top of this, just saying this is what a good tool would need to be.
thoughts?
Regards,
Mark Zartler
Annosoft