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Solved About : Drive Jaw angle from Head Audio

BoomerVamer

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I use Vammoan in a scene, I activate this parameter (Drive Jaw angle from Head Audio) and everything works as I want... but then later when change the appearance preset I am guessing some of my 400 appearances presets have this setting set and others not... so 50% of the time when I change the model end up with a mouth that does not move. And I need to refire the menu and go click it (and even then I need to tinker with some of the slides because for some it does not work right away)

Can somebody point me in the right direction for how I would rapidly fix that after changing the appearance preset ... I imagine a "fix mouth" button but then what would the button trigger do ? Is it a preset/morph/setting that I can call in trigger ? ... I am not sure what looking for.
 
I used to have a button for that in UAssist, convenient as I also use it to load Appearance Presets with it. Then I decided to do a mass text edit in the appearance presets vap files and now they all have it on, don't need the button anymore.

The meaningful part of the vap change is this one:
Code:
{
         "id" : "JawControl",
         "driveXRotationFromAudioSource" : "true",
 
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Yeah I just went testing a bit and used 2-3 Jawcontrol settings (in a button trigger) ... essentially realized all the settings that are visible in the menu are under "JawControl" so it did the trick. Mass edit and uassist are also good ideas. Thanks.
 
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I used to have a button for that in UAssist, convenient as I also use it to load Appearance Presets with it. Then I decided to do a mass text edit in the appearance presets vap files and now they all have it on, don't need the button anymore.

The meaningful part of the vap change is this one:
Code:
{
         "id" : "JawControl",
         "driveXRotationFromAudioSource" : "true",

how did you do that with Uiassist ? I was not able to find what operation to use.
 
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The above is not for UIAssist, that's what is written in the vap files if you wanted to do a mass overwrite.
What I had in UIAssist before I did the mass overwrite was a trigger to VAMMoan's auto-adust jaw or what is called. Only worked if VAMMoan was loaded.
 
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yeah... i was not asking about the modifying of the vap files (that I can script... or ask chatgpt to do it for me now :ROFLMAO:)... ok so the uiassist part was through vammoan .. got it. thanks
 
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Resurrecting this old thread but i actually like using jaw angle as long as it's more subtle, and it's hit and miss depending on the source audio.
I wanted to ask if there are settings where i can increase or decrease the jaw opening effect or is it only driven by the relative volume of the audio file?
 
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Yeah I just went testing a bit and used 2-3 Jawcontrol settings (in a button trigger) ... essentially realized all the settings that are visible in the menu are under "JawControl" so it did the trick. Mass edit and uassist are also good ideas. Thanks.

i figured the answer to my question.
I PREFER jaw morphs but had to discover how to use them. Without it, only the lips move, which is fine if they're only whispering but I like to have characters sing and they need the jaw movement.

the audio drive ANGLES are the opposite what i thought.
HIGHER NEGATIVE VALUES MEANS THE JAW OPENS MORE.
Leave "Audio Drive Extra Angle" alone unless you want the mouth to always be open.
"Audio Drive Max Angle" is what limits the how far it opens. (default -35)
the "Audio drive multiplier" will affect how intensely the jaw reacts to audio. (default 500)

I haven't played around enough with the "tongue collistion" maybe someone else can explain the upsides and downsides?

1742289607804.png
 
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The downside I've seen with turning off tongue collision is that the tongue might stick out through the jaw. It depends on the pose or animation. The negative values make sense to me if you consider that a closed mouth is level at 0 degrees. When the mouth opens, the chin end of the jaw moves down.
 
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