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rahisaurus

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A member registered Jun 27, 2017 · View creator page →

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i think for the scream setting idea, what i might actually do is create a batch edit dialog. other users have talked about wanting to move several layers at once etc. so i think this would kill two birds with one stone.

i have to confess i forgot about z axis for tracking 🫠I'll put it in my todo list now!

I'll think on it!

If your launchpad supports scripting, or has a plugin that can query a web server (probably called "fetch url" or "web request") then you can use RahiTuber's "Trigger States via HTTP" feature instead of actual keypress assignment. Check out the end of the States and Automation tutorial for more info ^^

Thanks for pointing this out, yes I'll add it!

pls stop wasting the developer's money on these refunds

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In dub mode, there are three main issues:

  1. The audio processing can freeze while playing the original clip, meaning that the waveform graph is out of sync with the actual audio. This makes it hard to judge when to speak for an accurately timed dub.
    1. I would suggest processing the audio waveform for the original clips as soon as they are loaded, and then simply reveal the waveform image, instead of actually doing the waveform rendering in real-time.
  2. Similarly, during recording, the waveform can freeze, which can be off-putting for timing. 
    1. My suggestion for this would be to draw a more simple graph that takes fewer draw calls so that it's less likely to struggle. Also pause any unnecessary background file I/O processes that might cause a freeze during recording.
  3. This is the most egregious - when playing back the dub, the video can freeze, and each freeze puts it further and further out of sync with the audio. I have had video clips end several seconds before the final line was spoken. For a game where synchronization is the entire point, having this during the final result really kills the vibe. 
    1. I would suggest pre-loading all voice clips into memory (and possibly mix them into a single track/buffer) before the playback begins , to avoid needing file I/O during playback and causing a freeze.

Hopefully this is useful. If you would like (free) help with testing, custom audio code etc, feel free to get in touch, I'm something of an audio-visual programmer myself

I have the same issue. No idea why you got downvoted.

I just tried this for the first time, it's really good!

Something i noticed was that the audio in Dub mode gradually gets further out of sync as the film progresses. most noticeable with long videos (e.g. the shrek "muffin man scene" pack which has 62 lines). Seems that the video keeps playing but the sounds get delayed by loading or something - so by the end, they were about 5 seconds late.

Another thing I noticed was that the game can freeze briefly whilst playing or recording,which messes up the waveform drawing. I didn't notice this after switching to the compatible version, though.

thank you for showing me, I've reported it.

THAT'S AWESOME! thanks for showing me this!

ah. ok, thanks for letting me know. I'll look into it!

Sorry, there's currently no way to do this. I do have more complex state animations planned, which would include transitions, but my todo list is fairly long!

it's not draggable, but you can set the position. The setting is called "Neutral Position" and you can set it up in the Preferences/Tracking tab, or you can give each layer a unique one by unchecking "use global tracking" under that layer's tracking section.

it can also be a fixed position, or follow the window.

Whoops, I thought this was on the RahiTuber forums. 

I'm not actively developing this one any more. At this point it is what it is, sorry to disappoint.

you can, it's the "max level" setting in the audio settings at the bottom.

In v14.3 I've added a set of Global tracking settings in the preference menu, hopefully this eases the pain a little. I will probably expand this in future for more intuitive editing of the tracking center/area.

thanks for the extra info. i will be trying to make the tracking setup a little nicer soon!

this is a known issue with thr 'stable' release, have you tried with version 14.21?

hi, thanks for the feedback. someone else has also asked for this and i keep prioritizing other things, but I'll bump this up the list.

in 14.2+ there is a checkbox to make the neutral point follow the window, so if you don't mind moving the window around, maybe that's an alternative for now?

Hi, this should be fixed in v14.21 now!

ah i see. i didn't realise you had phonemes on. i think i understand your setup now - cool idea to use a blink to add variation to the idle mouth, your original setup should have been working.

 ill check this out, thank you for clarifying. 

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that might be the thing. try checking "blink while talking" and copy the "blink" sprite into the "talk blink" slot?

im kinda confused how it's still animating as you talk after you remove the blink. is the talking animation set up somewhere else?

thanks for bringing this up, I've never seen this happen so it would be really hard for me to fix.

if you can catch it on video, with the "talk threshold" bar visible on the offending layer, that might help me figure this one out if that's ok?

When you're dragging a layer, you should see a line appear to indicate where you'll be dropping the layer if you let go. When hovering over a folder, that line will turn into a highlight that covers the folder. Letting go there will drop the layer into the top of the folder.

Hi, that would be mesh deformation which we don't have in RahiTuber at the moment, sorry. 

You can make something close by splitting the hair into several overlapping segments and link them all together in a chain.

hi, please can you check that you have the latest version? there was a screaming bug fixed recently.

the mouth shapes are already quite hard to split as it is.

try saying "dog" and "chart" in the mirror and you may notice the mouth shapes are very similar anyway!

the 5 options are a good minimum to make it look convincing and i think adding more will only deter people from making the extra art for them 

this is to do with the "neutral position" and "distance factor" in the tracking settings. by default these are set to the center & dimensions of your primary monitor. if you want it to be on your second monitor, move the neutral position until the crosshair (visible inside the window when "show layer bounds" is enabled in preferences) appears where you want the center to be. 

you can also just increase the distance factor so that the tracking covers both your monitors.

alternatively, tick the "follow window" option under tbe neutral position and then (optionally) reset the neutral position so that it's centered on the rahituber window. then the tracking will always be centered on rahituber wherever you move it.

it's not possible yet, but someone else also requested this so it's on my todo list!

thank you for sharing! what a great duo :D

Ah, good if the header lights up that means that your keybind is actually being registered and the state has been activated. 
In your screenshot I can only see the one "glasses" layer. If the glasses are already visible then you wouldn't see a change. Can I see the actual layer set you're using?

Sorry to hear this! I've checked on my own system and they work with my keyboard.

When you press the key, does the header light up at all?

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you can use a "virtual audio cable" otherwise known as a loopback. VB-AUDIO makes one that i use myself. 

essentially you would set the vtspog output device as the cable 'input' and then the 'output' becomes rahituber's input.

I'm not sure, sadly I don't have an AMD gpu to test with. Try looking up how to force a game to use your specific gpu, or update drivers if you don't find anything.

on my end I'll see if there's a way to have RahiTuber select the preferred GPU.

Thanks for the log, that makes the problem clear: The issue is the GPU - I've never seen a Microsoft Corporation GDI Generic renderer before...

Do you have a GPU installed? If so, try the "I get a blank window / Rendering problems" step in the FAQ: https://itch.io/t/3967527/faq#post-10433312

Hi - yeah, you'd be better off using a "Active while talking" State instead of the Blink function. With those, you can set a timeout that keeps it visible for a short time after it's active.

There's an example of my own hand gesture state in the States and Automation Tutorial

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omgosh so cute!!! I love the way you did the tracking on the arms too, very nice!
edit: Just noticed the shines on the glasses too. VERY nice :D

Ah! that would explain it 😅

The guide's already here!

thanks for sharing!