Closed KaijuKoder closed 11 months ago
Hi Kaiju,
Thanks for reporting troubleshooting and finding fix for this issue :) I managed to reproduce the problem and apply your fix in the v1.0.0
release.
So now I can see the overrides in the Properties
when I change value of any of the overridable-properties. So far so good. But each time I save the blend file all the overrides are gone and all the mapping properties of the Object got reset to the original values coming from the linked file. Actually similar thing is described at the very bottom of the /82118
issue you linked above. Is that something you faced too or is saving working for you just fine?
After hitting ctrl+s
all above is gone..
Hi Kaiju, Thanks for reporting troubleshooting and finding fix for this issue :) I managed to reproduce the problem and apply your fix in the
v1.0.0
release.So now I can see the overrides in the
Properties
when I change value of any of the overridable-properties. So far so good. But each time I save the blend file all the overrides are gone and all the mapping properties of the Object got reset to the original values coming from the linked file. Actually similar thing is described at the very bottom of the/82118
issue you linked above. Is that something you faced too or is saving working for you just fine?After hitting
ctrl+s
all above is gone..
Can languages other than English be used?
Hi Kaiju, Thanks for reporting troubleshooting and finding fix for this issue :) I managed to reproduce the problem and apply your fix in the
v1.0.0
release.So now I can see the overrides in the
Properties
when I change value of any of the overridable-properties. So far so good. But each time I save the blend file all the overrides are gone and all the mapping properties of the Object got reset to the original values coming from the linked file. Actually similar thing is described at the very bottom of the/82118
issue you linked above. Is that something you faced too or is saving working for you just fine?After hitting
ctrl+s
all above is gone..
Hi @Premik. Darn it! You are right! I didn't notice because when I tested it I did it all in one go, and once you've generated the animation, you're fine. But yes! If I save (ctrl-s), it strangely resets the overriden properties, except for the dropdowns (Mapping c/d/e/etc.), but when you reload the file it turns out they haven't been saved either. I can't think why it would do this. Your Blender Python skills are better than mine, but when MappingProperties is created, would it be possible to add the options={'LIBRARY_EDITABLE'}, override={'LIBRARY_OVERRIDABLE'} code as in the case of the other properties? It's also possible it should work as is and this is a bug or quirk of Overrides. See https://blender.community/c/rightclickselect/k795
@nizarfadlan, Yes, Rhubarb can do languages other than English. Use the other recognizer. See https://github.com/DanielSWolf/rhubarb-lip-sync#recognizers
@KaijuKoder
would it be possible to add the options={'LIBRARY_EDITABLE'}, override={'LIBRARY_OVERRIDABLE'} code as in the case of the other properties
Indeed more of these flags were required also for several PointerProperties
. Just released the v1.0.1
where the overrides seems to stick.
Only issue is with the Mapping Item List which still gets wiped out on reload. But for that there is a simple workaround. Just open the linked library file and initialize the mapping list there. If the linked object already has the list initialized from the library it is possible to set/override the Actions and they got saved correctly:
Do you guys made tutorial it really hard to work with this addon witout any video. I don't understand even after follow what is going wrong :(
help me
Do you guys made tutorial it really hard to work with this addon witout any video. I don't understand even after follow what is going wrong :(
@ACMOIDRE There is now some video tutorial linked from the main readme: https://github.com/Premik/blender_rhubarb_lipsync_ng/tree/master#video-tutorials
Hi Premik,
Sorry for the long delay in replying! Just tested the latest version and it's (mostly!) working nicely!
EDIT: Turns out it is fine! Got confused because I'd accidently selected the character mesh instead of the character rig. When I selected the character rig, the mapping was there, all good!
Nice to have: I found the Dialog File really helps Rhubarb to a better job, but the correspondng RLSP control not easy to find (in the dropdown next to the big 'Capture' button - I had to go code diving to find it). Would be nice if that control (where you set the Dialog File) was next to the Sound File, or better, when the code processed MySoundFile.wav it looked to see if there was a MySoundFile.txt file stored alongside it, and automatically picked that as the Dialog File. (i.e. 'Automatic Dialog File Detection').
Wishlist for the future: I used to use a modded-version of the old Rhubarb addon which combed the VideoSequencer for sound files (named in such a way you could tell which rig/character it applied to), then automatically process these one by one, selecting the appropriate rig for each as it went. It let you do an entire scene, with multiple characters saying multiple lines to each other, with a single-button push. Perhaps the same thing would be possible with RLSP if there was a similar loop scanning the Video Sequencer, automatically selecting the sound setup and cues capture, mapping and baking, through the list.
Seems lots of people want a video, but I had no problem with following your written instructions.
Finally, where did you learn to write Blender/Python addons like this? IME most addons are mess internally, but yours is really nicely designed.
Thanks. RLSP is awesome!
2. Nice to have: I found the Dialog File really helps Rhubarb to a better job, but the correspondng RLSP control not easy to find
I find myself struggling to find things is Blender all the time :-) . But I admit that it might not be obvious the down-arrow beside the Capture
button is clickable.
And you are actually not the first one looking for this dialog/transcription option. At the same time, I'm trying to avoid cluttering the UI too much by displaying oo many options simultaneously. For now:
MySoundFile.txt
when MySoundFile.wav|ogg
sound is provided. And enables the dialog file input. This feature will be included in the next release.3. Wishlist for the future: I used to use a modded-version of the old Rhubarb addon which combed the VideoSequencer for sound files (named in such a way you could tell which rig/character it applied to), then automatically process these one by one, selecting the appropriate rig for each as it went. It let you do an entire scene, with multiple characters saying multiple lines to each other, with a single-button push. Perhaps the same thing would be possible with RLSP if there was a similar loop scanning the Video Sequencer, automatically selecting the sound setup and cues capture, mapping and baking, through the list.
I've a created dedicated issue #10 to cover this request. If you could provide any additional details to that new ticket it would be helpful. Or even better provided/reference the original scripts. For example, how the script knows which sequence track/strip belongs to which rig? Is there some naming convention or registration process?
4. Seems lots of people want a video, but I had no problem with following your written instructions.
Indeed. And there a video tutorial linked directly from the main readme. I'd like to add more in the future to cover shape-keys
and better auto-it
integration (wip).
5. Finally, where did you learn to write Blender/Python addons like this? IME most addons are mess internally, but yours is really nicely designed.
Thank you. Yeah, this plugin is quite over-engineered for what it does :). I wanted to learn Blender plugin development so that was my motivation to do it properly. For me the best source of information were the existing plugins. Then Blender (python) sources and some samples snippets I found on internet. The python console in Blender and an IDE with debugger/auto completion also helps. I was putting some random dev-related notes into the dev.md along the way.
Thanks for porting BlenderRhubarb to work under the new poselib-less system. I was about to do this myself, and lo and behold, you've already done it, and with improved usablity.
However I've found a problem. When the rig is Appended from the Asset Library, it works, but when it is linked-and-overriden (Linked from the Asset Library, then Make Override) it only gets as far as 'Initialize mapping list'. When I hit that button, I get this error message:
Here's the
mapping_properties.py
code in question, error line marked:I used old-Blender-Rhubarb with linked-overriden rigs since 2.8 without any problems.
If you haven't used linked-overriden rigs before:
myrig should now work like a normal rig.
Searched around, and the problem seems to be this: "Library Override: can't add to Collection properties #82118" https://projects.blender.org/blender/blender/issues/82118 This seemed to fix it:
However found all the other properties in the 'RLPS: Cue Making and Baking' were greyed out. Found adding this to all the other properties - there are many - fixed it:
After this, it seems to be working. Couldn't find any documentation on USE_INSERTION (Not alone! https://blender.stackexchange.com/questions/254730/what-is-the-safe-way-to-add-library-overridable-custom-properties ) but I assume it's something collection specific so not needed for the other properties?
Granted, making Addon authors add those lines after every Property seems a silly requirement which will break many addons, but could you please do that for Rhubarb NG so they at least work with it? I've attached the two files I modded (file extension renamed so Github is happy). Seems to work though you might prefer to make the changes yourself in case I accidentally broke something.
mapping_properties.py.txt strip_placement_properties.py.txt
Thanks for your effort.