- Joined
- Apr 20, 2010
- Messages
- 838
These past few days, while coping with 1.33 WE inexplicably refusing to load my custom models as local files, I've inadvertently discovered that the soundsets still play in-game even though the model can't be rendered.
It led me to find that as of 1.33, beast/monster models can now use human speech soundsets, and inversely, humanoid models can use beast/monster soundsets.
But what I also found is that soundsets are completely independent of FaceFX now. A model without FaceFX can have speech normally. FaceFX is now officially an optional component of a portrait.
The age of relying on FaceFX animation rigs for speech is over. Animating speech will return to the pre-Reforged days! This will simplify the workflow for Reforged modellers tremendously.
It led me to find that as of 1.33, beast/monster models can now use human speech soundsets, and inversely, humanoid models can use beast/monster soundsets.
But what I also found is that soundsets are completely independent of FaceFX now. A model without FaceFX can have speech normally. FaceFX is now officially an optional component of a portrait.
The age of relying on FaceFX animation rigs for speech is over. Animating speech will return to the pre-Reforged days! This will simplify the workflow for Reforged modellers tremendously.
There will no longer be a need to ask the question above. Reforged models are no longer dependent on FaceFX.With reforged models are required to have a lipsync animation to play certain soundfiles. My questions is if there's anyway to disable this requirement?