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Topic: Mouth (character)


  
  Shannon Muir - It's All About Timing (animation)
Walk cycles are a common area, where the amount of frames used for a character to make a complete cycle of steps is defined; walk cycles for kids and small characters take a shorter time than for adults, usually averaging 8 frames-12 frames for adults and 6 frames-8 frames for kids.
Mouth charts (the diagrams that tell what character mouth shapes correspond to what sound, which are made for timers by artists), where practically every show has identical mouth positions for what are called the "A" to "G" mouths.
Characters bite their lower lip for the F and V sounds, which is mouth type "G," and open their mouth wide for the AH sound of mouth type "D." These common foundations also make it easier to go from studio to studio and lessen the learning curve.
www.digitalmediafx.com /Columns/ShannonMuir/animationtiming.html   (1054 words)

  
 Big Mouth (Hostess character, Captain Mar-Vell foe)
Powers/Abilities: Big Mouth is a large disembodied mouth, perhaps four feet tall and six feet across, with two small vestigial hands; he or she can fly through the air or hover in place, and his or her teeth are strong enough to bite through solid wood.
Big Mouth's ability to eat despite an apparent lack of a digestive system suggests that anything that he or she consumed was immediately converted to energy or perhaps projected extradimensionally.
Fortunately, it didn't occur to Big Mouth that as the sole occupant of a ruined carnival, he or she could eat every Hostess Twinkie in the place without doing any work whatsoever; of course, the carnival's snack supply would've run out eventually, so perhaps he or she was just thinking ahead.
www.marvunapp.com /Appendix/bigmouth.htm   (809 words)

  
 [No title]
When the mouth is reached, the character automatically takes a bite, and then the arms need to be lowered a bit, allowing for room to chew.
The player may choose between any of the four main characters, each with his or her own advantages and disadvantages based on their skill level in each of the three player attributes (speed, coordination, and bite size).
Each character has his or her own storyline with different challenges and scenarios along the way that reflect their personality and lifestyle.
www.ryanwanger.com /fastfood.doc   (1196 words)

  
 Face fault - Wikipedia, the free encyclopedia
The character is totally uninterested in the situation, usually accompanied by a flat small line as his/her mouth or simply having no mouth at all.
Character shakes his arms with her/his hands closed in fists, and they are shown as multiple flesh-colored balls with motion lines and no arms: Indicates irritation, impatience, confusion or loss of control.
Spirals replacing the eyes indicate that the character is under hypnosis, or subconsciously attracted towards something as though he or she was hypnotized.
en.wikipedia.org /wiki/Face_fault   (1360 words)

  
 When Worlds Collide
If the spell ends while the character is in a host, the character returns to the character's body (or dies, if it is out of range of the character's current position), and the soul in the magic jar returns to its body (or dies if it is out of range).
When the character and the mirror image separate, observers can’t use vision or hearing to tell which one is the character and which the image.
More useful applications of modify memory include implanting memories of friendly encounters with the character (inclining the subject to act favorably toward the character), changing the details of orders given to the subject by a superior, or causing the subject to forget that she ever saw the character or the character's party.
www.angelfire.com /d20/campdnd/spellsm.html   (6619 words)

  
 Cheats, Cliches, Cartoons, Anime...
When the main character is hit, the first reaction will appear in the top portion of the screen, the second reaction appears on the bottom, and the remaining reactions will be in the middle of the screen.
Characters may even get into full-blown brawls, and be covered in lumps from head to toe, but will completely recover in the next panel or frame.
It's a typical guise used in anime and manga to signify that a character is a burglar, or sneak thief.
pages.interlog.com /~dgsimmns/anime.cheats.html   (8805 words)

  
 No Mouth - Television Tropes & Idioms
A character whose mouth is not depicted because they lack one or it is otherwise obscured.
Possibly for budget reasons, Magical Girl Lyrical Nanoha's character Arf (a dog girl familar) spoke without moving her mouth in the first season, but did in the second season.
In some comic strips, artists will usually only draw the mouth when a character is speaking or making a funny expression, such as Dilbert and Peanuts.
tvtropes.org /pmwiki/pmwiki.php/Main/NoMouth   (272 words)

  
 Cooper Mouth
There may be a crease in the lip depending on how you created the edges of the mouth.
This is a trivial issue unless your character's mouth will open wide in animation.
Notice the Uvula (punching bag) that was inserted into the shape by lathing a cross-section and breaking and attaching splines to close the holes.
www.colins-loft.net /CoopMouth.html   (758 words)

  
 Lip Sync assignment #2
The character should be in a state of action appropriate to what you want the character to be doing before they deliver their line.
Character must appear to be saying the words being animated.
You are not just moving mouths or flapping lips, you are trying to make them act and that includes every drawing in your scene, not just the key poses...
www.brianlemay.com /lipsyncbook/assignments/absolutelyincredible.html   (1229 words)

  
 Improve writing skills - character development in writing is easier with TextAloud.
Whether you're an aspiring writer or a published author, you know that character development is one of the most essential writing skills.
If you find that your characters aren't quite believable enough, the key to improving them could be to make sure they behave and speak in a realistic and consistent way.
Each character needs a clear, distinct identity, and this should be apparent when they speak - your readers should never be left in doubt as to who is saying what.
www.nextup.com /TextAloud/character-development.html   (491 words)

  
 Characters and Point of View
Who this character is -- his or her personality, temperament, strengths and weaknesses -- will affect how the story is told.
The limitations to this viewpoint are that the character must remain actively involved in the story at all times, otherwise he ends up standing on the sidelines and describing the action in long, telling passages.
You get close to your main character by showing only his or her thoughts and feelings and following that character through the story, but you don't have to write the narration as if it's coming out of your main character's mouth.
www.write4kids.com /charpov.html   (669 words)

  
 AnimeInfo.org - Anime University - LING 102: Sub and Dub Basics - Lesson 3   (Site not responding. Last check: 2007-10-18)
Instead of timing when a certain phrase is to appear on a screen, dubbers time character mouth movement and attempt to match, as close as possible, their translation to these movements, in such a way as to create the illusion that the character is speaking normally in the native language, rather than in Japanese.
Most studios will dub a track one character at a time, and therefore with one voice actor at a time alone in the recording booth (by contrast, the Japanese always have all their voice actors in the same recording room).
Part of this is the fact that most studios record one character at a time - the voice actor has no existing audio or other voice actor to "play off of" in their recording session, and may therefore come out choppy sounding in the end result.
www.animeinfo.org /animeu/ling102-l3.html   (1295 words)

  
 Tri-Stat Gaming in the ESLF/Magical Girl Corps World
Character creation was certainly streamlined by pooling stat points and attribute points together into character points rather than keeping the artificial separation between the two.
The character point level for major characters, especially members of the MGC like the Exquisite Soldiers, should be set at around fifty points total or so, with twenty points being a good guideline for stats.
They represent the attributes and such that are common to characters that use those packages, and they make it easer for players to create characters that are in the MGC and/or are a myanaran, as well as humanoid boomer characters.
pages.prodigy.net /plward/eslf/Tri-stat.htm   (1055 words)

  
 Troubleshooting problems using text-to-speech engines   (Site not responding. Last check: 2007-10-18)
When the character is supposed to speak, I see the word balloon and its lips move but I don't hear any speech.
When the character is supposed to speak, I see the word balloon but its lips don't move and I don't hear any speech.
The character’s mouth moves quickly and then stops before the audio output is complete.
www.microsoft.com /msagent/support/user/tts.asp   (1956 words)

  
 Anime by Example -- Face
The discrepancy between viewing a character head on and from the side can be striking at times, especially when the character's side profile has sharper details than seen head on.
As a result, my characters look a bit like Neanderthals, as their foreheads are smaller than normal and appear to be receded and ape-like.
As a character turns his or her head, the general articulated head shape should be coherent and consistent.
www.geocities.com /hamchoba/animex/face.htm   (4371 words)

  
 ATD February 2005 Day 1
A pursed mouth, blue glass sleep eyes, and organdy dress trimmed in orange with matching bonnet complete her ensemble.
A popular German character amongst doll collectors, this fellow has smooth, even bisque, large well-defined mouth, brown painted eyes, and is on the correct pink composition body.
Lovely earlier version of open mouth Jumeau, circa 1892, with huge blue paperweight eyes, appropriately dressed in salmon colored silk jacket over a dress made of pleated pink taffeta and a bodice of ecru lace.
julia.hanovercomputer.com /toy/feb05/catalog/DayOnea.htm   (4251 words)

  
 Decomposing and recombining   (Site not responding. Last check: 2007-10-18)
For aesthetic balance the second “one” is a bit wider than the others, and the “mouth” here is squashed a bit, so that it is more of a rectangle than a square, but it is still recognizable as a “mouth”.
As with the “say” character, the parts are somewhat vertically compressed: The five is about half the height it was before, and so is the mouth.
Now that we've broken this character up into its component parts, we can easily see that it is composed of the “say” character on the left side, and the “self” character on the right side, and those parts were in turn created from “ones”, “fives”, and “mouths”.
www.arches.uga.edu /~tonygonz/polya   (1240 words)

  
 American Character Doll Company - Dolls 1919-1968
American Character went out of business in 1968, some molds were sold to Ideal (Tiny Tears and Tressy) and the grow hair feature was used in Ideal's Crissy family of dolls in the 1970's.
American Character used the Chuckles name on several dolls, the earliest was an all composition doll in the 1930's.
This doll while still bearing the Chuckles name does not resemble the earlier baby type dolls with their open mouths, so I guess this was meant to show a slightly older (toddler) Chuckles.
www.dollreference.com /american_character_dolls.html   (2046 words)

  
 Dilbert (character) - Wikipedia, the free encyclopedia
Dilbert is the eponymous main character of the Dilbert comic strip.
He is currently single as a result of his poor social skills, although he has been on many dates and was in a relationship with a woman named Liz for two years between 1994 and 1996.
In more recent strips the mouth has been drawn on occasions when Dilbert is eating, surprised, furious, or nervous, and in the television series his mouth is drawn when he is speaking.
en.wikipedia.org /wiki/Dilbert_(character)   (634 words)

  
 Personalized Attributes - Skotos Forums
A character with a promising mouth seems to be begging to be kissed, which makes the character seem rather pathetic to me.
In my opinion if you can't make you're characters *typical* mood apperant by RP, you have no business trying to add features to show a constant mood, not even mentioning the whole part that it's very unlikely that any character will have a constant mood of any sort, be it happy or sad.
Her plans for her character may be different now compared to what they were when she had those brown eyes coded.
www.skotos.net /forum/showthread.php?t=23605   (2925 words)

  
 alphaWorks : IBM ViaVoice Toolkit for Animation : Overview
Lip synchronization ("lip sync") is the process of synchronizing a character's mouth movements with his speech.
The result is an animation of the character speaking in the voice of the user.
There are fewer visemes than phonemes because the same mouth shapes can produce different sounds, for example B, P, and M. By displaying the twelve visemes in proper sequences, the animated character can be made to look as if it is speaking.
www.alphaworks.ibm.com /tech/vvanimation   (664 words)

  
 Talking Signs
Their mouth movement is automatic, in sync with the sound, and they also can turn their heads automatically.
The character's mouth movement is automatically synchronized with the operators voice.
Talkback System -- A microphone and transmitter on the character and receiver and headset worn by the operator enables the operator to hear what people are saying to the robot.
www.robotfactory.com /signs.htm   (365 words)

  
 lip_sync
Depending on the size of your character's head in Softimage Units, the Nulls that you have just constrained to the clusters may be too large.
Your characters head has now been 'boned', all that is left for us to do before beginning animation, is the weighting of the points on your character's head.
Expressions are simply a string of characters (numbers and letters) that define relationships between various elements in a scene.
www.joncrow.com /tutorials/3x_tuts/lip_sync/lips.htm   (3203 words)

  
 [ wu :: chinese ]
The character for boat consists of "vessel", "eight", and "mouth".
From researching earlier forms of Chinese characters, I know that the modern-day tongue character actually evolved from a pictogram depicting a tongue-like body protruding from a mouth -- the mouth character being the rectangle at the bottom.
These characters share the root character of lamb, whose pictographic evolution over time is shown at the top.
www.ocf.berkeley.edu /~wwu/chinese/bible.shtml   (1588 words)

  
 Puppet World, Inc.
This puppet features movable mouth and hands, as well as two hats and a reversible coat.
The three-handed design of this Fortune Teller puppet lets you manipulate her mouth and one or both of her arms and hands.
Just slip your arm inside hers and manipulate her mouth and tongue to bring her to life by dancing, playing with her curly hair, or blowing raspberries.
www.puppetworld.net /characterpuppets/characterpuppets.htm   (793 words)

  
 [No title]
The bebe is wearing her original multi-layered white organdy communion costume with ivory satin sash, undergarments, white kidskin original shoes, and has her original cross, rosary on beaded chain, and silk reticule with lace edging.
The mouth is modeled closed although it appears open with sculpted tongue and two beaded teeth.
The 233 model is a variation of the 1890 character series of Jumeau, this being a near duplicate of that earlier 211 model Choice bisque, excellent condition.
www.proxibid.com /asp/CatalogPrint.asp?aid=2368   (4185 words)

  
 Amore' on the Net (Valentines Day) - Valentines Day Craft Project
Decide on the type of animal or person you want your character to be, and start decorating the face.
To make the mouth, find a scrap of red or pink construction paper large enough to fit the box's opening.
Your character will be more interesting and fun to create if you use these methods to make the hair and the facial features.
www.holidays.net /amore/craft03.htm   (1164 words)

  
 Video Puppetry Manipulation
The following is a description of a basic stance, which might be used for a single character facing the camera.
Because your base is already centered, this adjustment will put your hand (the "puppet's mouth") in the center of the frame laterally.
A puppet's mouth moves believably if it opens when a sound is coming out, and is closed during silence.
home.earthlink.net /~lbrodie/extra/camramnp.html   (2602 words)

  
 The Evil "Oni"
I didn't see the actual model, but I'm 99% sure the girl character's mouth was built into the mesh, instead of image-mapped ("Not the monster from planet Gottimus!").
I set the texture center for the eye maps to XYZ 0, 0, 0 and used a Reference Object to raise it 6.6cm on the Y axis (the oni's body is a 1-foot diameter ball).
The mouth texture is sized at XYZ 20cm, 10cm, 0 and is centered at XYZ 0, -4cm, 0, which is why the Stretch affects mostly the bottom of the mouth.
www.celshader.com /classic/oni/oni.html   (1100 words)

  
 3D_Comp_Anim_Syllabus.html
The final project will be an animatic based on a storyboard for an animation using these characters, sets and props.
Use exercises 4 and 5 to put a nose and mouth on this character.
Proportions of the characters and scene elements should be esthetically pleasing.
www.rit.edu /~dpalyka/3D_Modeling4Anim_Syllabus.html   (707 words)

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