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	<title type="html"><![CDATA[Forums - Bricks in Motion - Animating to pre-recoreded dialogue help]]></title>
	<link rel="self" href="http://bricksinmotion.com/forums/feed/atom/topic/19383/"/>
	<updated>2014-07-11T03:46:30Z</updated>
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	<id>https://bricksinmotion.com/forums/topic/19383/animating-to-prerecoreded-dialogue-help/</id>
		<entry>
			<title type="html"><![CDATA[Re: Animating to pre-recoreded dialogue help]]></title>
			<link rel="alternate" href="https://bricksinmotion.com/forums/post/327812/#p327812"/>
			<content type="html"><![CDATA[I use action plus btw

[url]http://www.stopmotionpro.com/index.php?option=com_content&view=article&id=159:compare-editions&catid=22&Itemid=55[/url]

I think I'm only one of two ppl that use SMP.  Its cheap and was used by Ardvaark Studies (Wallace and Gromet) and totally works well for me.  The 800x600 limitation is starting to irk me but for $99 I'm not going to complain a great deal.

They have a free trial available but I find those trials extra frustrating and are more likely to make me NOT purchase the product.  :/]]></content>
			<author>
				<name><![CDATA[togfox]]></name>
				<uri>https://bricksinmotion.com/forums/user/132081/</uri>
			</author>
			<updated>2014-07-11T03:46:30Z</updated>
			<id>https://bricksinmotion.com/forums/post/327812/#p327812</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Animating to pre-recoreded dialogue help]]></title>
			<link rel="alternate" href="https://bricksinmotion.com/forums/post/327810/#p327810"/>
			<content type="html"><![CDATA[Thanks for the replies. :)  I ended up going the math route and learned the hard way that I needed to be less lazy and do more calculations in order to make everything line up, luckily my editing skills saved my back-side from having to re-shoot the scene. :p]]></content>
			<author>
				<name><![CDATA[BrandonB9]]></name>
				<uri>https://bricksinmotion.com/forums/user/552/</uri>
			</author>
			<updated>2014-07-11T02:57:18Z</updated>
			<id>https://bricksinmotion.com/forums/post/327810/#p327810</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Animating to pre-recoreded dialogue help]]></title>
			<link rel="alternate" href="https://bricksinmotion.com/forums/post/327809/#p327809"/>
			<content type="html"><![CDATA[If you do "quote hands" without dialogue syncing, be sure to shoot extra animation at the start and at the end.  What often happens during editing is that you need to move your dialogue forward or backwards along the timeline to get the sound to match that "quote hands" motion and when you do that, you need to make sure you have enough animation on both sides to make that work.  You would then trim the excess animation obviously.  (Comment aimed more at Brandon and less at rio  :) )]]></content>
			<author>
				<name><![CDATA[togfox]]></name>
				<uri>https://bricksinmotion.com/forums/user/132081/</uri>
			</author>
			<updated>2014-07-11T02:40:07Z</updated>
			<id>https://bricksinmotion.com/forums/post/327809/#p327809</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Animating to pre-recoreded dialogue help]]></title>
			<link rel="alternate" href="https://bricksinmotion.com/forums/post/327804/#p327804"/>
			<content type="html"><![CDATA[Personally, I record first (in Audacity or SoundForge) and then I just do the math. I just select what part I need to animate at the time, take the length in seconds, and multiply it by 15. (i.e. 2 seconds * 15 frame = 30 frames). It works best to do it before so that you can make the dialogue fit the animation (like togfox said). Another example is in a film I am working on, I needed a character to make "quote hands", and I needed it to match the audio, so I calculated it, and he makes "quote hands" when he says the phrase he is quoting.]]></content>
			<author>
				<name><![CDATA[rioforce]]></name>
				<uri>https://bricksinmotion.com/forums/user/131977/</uri>
			</author>
			<updated>2014-07-11T01:03:07Z</updated>
			<id>https://bricksinmotion.com/forums/post/327804/#p327804</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Animating to pre-recoreded dialogue help]]></title>
			<link rel="alternate" href="https://bricksinmotion.com/forums/post/327800/#p327800"/>
			<content type="html"><![CDATA[Hmm, that sounds really nice, I'll have to see if I can find that in Helium frog.  Out of curiosity what stop motion pro do you run? Action!, Action+ etc..? (I hope to upgrade one day so it would be nice to hear what other people like to use) as for the time being if I can't find any sort of equivalent in Helium frog, I suppose I'll go down the math route. :p]]></content>
			<author>
				<name><![CDATA[BrandonB9]]></name>
				<uri>https://bricksinmotion.com/forums/user/552/</uri>
			</author>
			<updated>2014-07-11T00:11:48Z</updated>
			<id>https://bricksinmotion.com/forums/post/327800/#p327800</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Animating to pre-recoreded dialogue help]]></title>
			<link rel="alternate" href="https://bricksinmotion.com/forums/post/327796/#p327796"/>
			<content type="html"><![CDATA[I can't comment on helium frog sadly, but in stop motion pro you import a WAV file into the capture program.  You 'see' the sound as a wave with peaks and dips where there is no dialogue.  As you take a frame, the "marker" moves along the wave so you can time your movements to the dialogue.  You can "talk" when there is talking and you can do action when there is no talking (or whatever you want).

Works equally well with sound effects but sound effects are usually more forgiving in timing (ie you can usually edit sound effects to be anywhere in the timeline).

I was shooting a scene last night where the actor gets halfway through his line and is then interupted by something off frame.  I needed to know exactly when that distraction happens so I can animate to the frame.  Importing the wav file let my sync the dialogue and distraction to the minifigs actions precisely.

If you don't record dialogue first then you are simply guessing the timing on your animation.]]></content>
			<author>
				<name><![CDATA[togfox]]></name>
				<uri>https://bricksinmotion.com/forums/user/132081/</uri>
			</author>
			<updated>2014-07-10T23:30:30Z</updated>
			<id>https://bricksinmotion.com/forums/post/327796/#p327796</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Animating to pre-recoreded dialogue help]]></title>
			<link rel="alternate" href="https://bricksinmotion.com/forums/post/327785/#p327785"/>
			<content type="html"><![CDATA[What is the best way to animate a brickfilm to previously recorded dialogue?  I've always used to just add the sounds and talking after I had finished filming, but, on hearing that a lot of people do the dialogue first, I figured that may produce a better result.  Is there anyway to import the dialogue files into helium frog so I can then see the soundwaves as I animate? Or do people just look at how long their dialogue is and do math to figure out what is being said at what frames?  

Thanks for any help, and sorry if this a stupid question, I'm very new to the idea of animating to pre-recorded dialogue. :sweat:]]></content>
			<author>
				<name><![CDATA[BrandonB9]]></name>
				<uri>https://bricksinmotion.com/forums/user/552/</uri>
			</author>
			<updated>2014-07-10T22:22:10Z</updated>
			<id>https://bricksinmotion.com/forums/post/327785/#p327785</id>
		</entry>
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