Convert README files for extras from Markdown to AsciiDoc

This commit is contained in:
Daniel Wolf 2019-06-23 21:53:20 +02:00
parent 2218d9c69b
commit 8da9219e82
9 changed files with 91 additions and 92 deletions

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set(afterEffectsFiles
"Rhubarb Lip Sync.jsx"
"README.md"
"README.adoc"
)
install(

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= Animation script for Adobe After Effects
The script in this directory generates After Effects compositions with mouth animation.
== How to install
=== 1. Download and extract
Download the archive file containing Rhubarb Lip-Sync, then extract in a directory on your computer.
=== 2. Make Rhubarb available to After Effects
On *Windows*, add the Rhubarb directory (the directory containing `rhubarb.exe`) to your `PATH` environment variable.
On *OS X*, create a symbolic link to the executable (`rhubarb`) in `/usr/local/bin/`. You can do that by executing `ln -s /rhubarb-directory/rhubarb /usr/local/bin/` (make sure to replace `rhubarb-directory` with the actual directory).
=== 3. Install After Effects script
Copy (or symlink) the script file `Rhubarb Lip Sync.jsx` into your After Effects scripts directory.
On *Windows*, that directory is usually `C:\Program Files\Adobe\Adobe After Effects <version>\Support Files\Scripts`.
On *OS X*, that directory is usually `Applications/Adobe After Effects <version>/Scripts`.
=== 4. (Re-)start After Effects
== How to use
In After Effects, select _File > Scripts > Rhubarb Lip Sync.jsx_. That will open a dialog window where you can specify the audio file with the dialog recording and a number of other options. To get information about any input field, just hover above it with your mouse and youll see a tooltip.

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# Animation script for Adobe After Effects
The script in this directory generates After Effects compositions with mouth animation.
## How to install
### 1. Download and extract
Download the archive file containing Rhubarb Lip-Sync, then extract in a directory on your computer.
### 2. Make Rhubarb available to After Effects
On **Windows**, add the Rhubarb directory (the directory containing `rhubarb.exe`) to your `PATH` environment variable.
On **OS X**, create a symbolic link to the executable (`rhubarb`) in `/usr/local/bin/`. You can do that by executing `ln -s /rhubarb-directory/rhubarb /usr/local/bin/` (make sure to replace `rhubarb-directory` with the actual directory).
### 3. Install After Effects script
Copy (or symlink) the script file `Rhubarb Lip Sync.jsx` into your After Effects scripts directory.
On **Windows**, that directory is usually `C:\Program Files\Adobe\Adobe After Effects <version>\Support Files\Scripts`.
On **OS X**, that directory is usually `Applications/Adobe After Effects <version>/Scripts`.
### 4. (Re-)start After Effects
## How to use
In After Effects, select *File > Scripts > Rhubarb Lip Sync.jsx*. That will open a dialog window where you can specify the audio file with the dialog recording and a number of other options. To get information about any input field, just hover above it with your mouse and you'll see a tooltip.

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@ -13,6 +13,6 @@ install(
)
install(
FILES README.md
FILES README.adoc
DESTINATION "extras/EsotericSoftwareSpine"
)

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= Rhubarb Lip Sync for Spine
Rhubarb Lip Sync for Spine is a graphical tool that allows you to import a Spine project, perform automatic lip sync, then re-import the result into Spine.
image:../../img/spine.png[image]
== Installation
https://github.com/DanielSWolf/rhubarb-lip-sync/releases[Download Rhubarb Lip Sync] for your platform, then extract the archive file in a directory on your computer. Youll find Rhubarb Lip Sync for Spine in the directory `extras/EsotericSoftwareSpine`.
To create lip sync animation, youll need Spine 3.7 or better. As of this writing, Spine 3.7 is still in beta stage. To get the beta version, go to _Spine_ | _Settings…_, then check ``Beta updates''.
== Preparing your Spine project
You can add lip-synced dialog to any Spine skeleton. First, make sure it has a dedicated slot for its mouth. Im naming the slot `mouth`, but you can choose any name you like.
Next, add image attachments to the mouth slot, one attachment per mouth shape. For details about the expected mouth shapes, https://github.com/DanielSWolf/rhubarb-lip-sync#user-content-mouth-shapes[refer to the Rhubarb Lip Sync documentation]. Youll need at least the six basic mouth shapes A-F. If you add any of the extended mouth shapes, Rhubarb will automatically use them to create better-looking animation. Im naming the attachments `mouth_a`, `mouth_b`, `mouth_c`, etc. You can choose any naming scheme you like and Rhubarb will detect it, as long as its consistent (including upper and lower case). For instance, `A-Lips`, `B-Lips`, `C-Lips`, … is fine; `mouth a`, `mouth B`, `Mouth-C`, … isnt.
Finally, you need to add some audio events, that is, events with associated audio path. These audio events will be the basis for animation.
_Optionally_, you can enter the dialog text into each events string property. If you do, this will help Rhubarb to create more reliable animation. But dont worry: If you dont enter the dialog text or if you already use the string property for something else, the results will normally still be good. For more information, see the https://github.com/DanielSWolf/rhubarb-lip-sync#user-content-options[documentation on the `--dialogFile` option].
== Exporting a JSON file
Export the skeleton(s) by selecting _Spine_ | _Export…_.
Choose JSON format. Make sure the output folder is the same folder that contains your `.spine` file, or Rhubarb wont be able to locate your audio files. Also, make sure to check the _Nonessential data_ checkbox. Despite the name, Rhubarb needs this information. Finally, click _Export_. This will create a file with the same name as your skeleton and the extension `.json`.
== Performing lip sync
Open Rhubarb Lip Sync for Spine by double-clicking `rhubarb-for-spine.jar` in the Windows Explorer (Windows) or Finder (OS X). Specify the input settings as follows:
* *Spine JSON file:* This is the file you just exported. The most convenient way to fill this field is to drag-and-drop the JSON file anywhere onto the application window. Alternatively, you can use the `…' button or manually enter the file path.
* *Mouth slot:* This tells Rhubarb which of your Spine slots represents the mouth. The dropdown shows all the slots on your skeleton. If your mouth slot contains the word `mouth', Rhubarb will automatically select it for you. Otherwise, select it manually.
* *Mouth naming:* Rhubarb will automatically detect the naming scheme you used for your mouth attachments and display it here. This is for your information only.
* *Mouth shapes:* This group of checkboxes tells you which mouth shapes were found. At least the basic mouth shapes A-F need to be present. This, too, is informational only.
* *Animation naming:* When animating, Rhubarb will create new Spine animations based on your existing audio events. The two text fields allow you to fine-tune the animation naming.
At the bottom of the window, there is a grid with one row per audio event. To animate any audio event, click the corresponding _Animate_ button. Animation jobs are queued, so the next animation job starts once the previous one has finished.
Each time an animation job finishes, the JSON file is updated with the new animation. When you are done animating, you can close Rhubarb Lip Sync for Spine.
== Importing the animated results
Rhubarb Lip Sync for Spine has only changed the exported `.json` file, not your original `.spine` project file. To do that, switch back to Spine.
Delete your skeleton by selecting it in the hierarchy tree and clicking the _Delete_ button. If you dont, Spine will complain in the next step that a skeleton with this name already exists.
Select _Spine_ | _Import Data…_. Make sure the JSON file path is correct. Also make sure the checkbox _New project_ is *not checked*, or else Spine will start confusing paths. Click OK to re-import the skeleton from the JSON file.
If everything went well, you will now have a number of new, lip-synced animations on your skeleton!

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# Rhubarb Lip Sync for Spine
Rhubarb Lip Sync for Spine is a graphical tool that allows you to import a Spine project, perform automatic lip sync, then re-import the result into Spine.
![](../../img/spine.png)
## Installation
[Download Rhubarb Lip Sync](https://github.com/DanielSWolf/rhubarb-lip-sync/releases) for your platform, then extract the archive file in a directory on your computer. You'll find Rhubarb Lip Sync for Spine in the directory `extras/EsotericSoftwareSpine`.
To create lip sync animation, you'll need Spine 3.7 or better. As of this writing, Spine 3.7 is still in beta stage. To get the beta version, go to *Spine* | *Settings...*, then check "Beta updates".
## Preparing your Spine project
You can add lip-sync'ed dialog to any Spine skeleton. First, make sure it has a dedicated slot for its mouth. I'm naming the slot `mouth`, but you can choose any name you like.
Next, add image attachments to the mouth slot, one attachment per mouth shape. For details about the expected mouth shapes, [refer to the Rhubarb Lip Sync documentation](https://github.com/DanielSWolf/rhubarb-lip-sync#user-content-mouth-shapes). You'll need at least the six basic mouth shapes A-F. If you add any of the extended mouth shapes, Rhubarb will automatically use them to create better-looking animation. I'm naming the attachments `mouth_a`, `mouth_b`, `mouth_c`, etc. You can choose any naming scheme you like and Rhubarb will detect it, as long as it's consistent (including upper and lower case). For instance, `A-Lips`, `B-Lips`, `C-Lips`, ... is fine; `mouth a`, `mouth B`, `Mouth-C`, ... isn't.
Finally, you need to add some audio events, that is, events with associated audio path. These audio events will be the basis for animation.
*Optionally*, you can enter the dialog text into each event's string property. If you do, this will help Rhubarb to create more reliable animation. But don't worry: If you don't enter the dialog text or if you already use the string property for something else, the results will normally still be good. For more information, see the [documentation on the `--dialogFile` option](https://github.com/DanielSWolf/rhubarb-lip-sync#user-content-options).
## Exporting a JSON file
Export the skeleton(s) by selecting *Spine* | *Export...*.
Choose JSON format. Make sure the output folder is the same folder that contains your `.spine` file, or Rhubarb won't be able to locate your audio files. Also, make sure to check the *Nonessential data* checkbox. Despite the name, Rhubarb needs this information. Finally, click *Export*. This will create a file with the same name as your skeleton and the extension `.json`.
## Performing lip sync
Open Rhubarb Lip Sync for Spine by double-clicking `rhubarb-for-spine.jar` in the Windows Explorer (Windows) or Finder (OS X). Specify the input settings as follows:
* **Spine JSON file:** This is the file you just exported. The most convenient way to fill this field is to drag-and-drop the JSON file anywhere onto the application window. Alternatively, you can use the '...' button or manually enter the file path.
* **Mouth slot:** This tells Rhubarb which of your Spine slots represents the mouth. The dropdown shows all the slots on your skeleton. If your mouth slot contains the word 'mouth', Rhubarb will automatically select it for you. Otherwise, select it manually.
* **Mouth naming:** Rhubarb will automatically detect the naming scheme you used for your mouth attachments and display it here. This is for your information only.
* **Mouth shapes:** This group of checkboxes tells you which mouth shapes were found. At least the basic mouth shapes A-F need to be present. This, too, is informational only.
* **Animation naming:** When animating, Rhubarb will create new Spine animations based on your existing audio events. The two text fields allow you to fine-tune the animation naming.
At the bottom of the window, there is a grid with one row per audio event. To animate any audio event, click the corresponding *Animate* button. Animation jobs are queued, so the next animation job starts once the previous one has finished.
Each time an animation job finishes, the JSON file is updated with the new animation. When you are done animating, you can close Rhubarb Lip Sync for Spine.
## Importing the animated results
Rhubarb Lip Sync for Spine has only changed the exported `.json` file, not your original `.spine` project file. To do that, switch back to Spine.
Delete your skeleton by selecting it in the hierarchy tree and clicking the *Delete* button. If you don't, Spine will complain in the next step that a skeleton with this name already exists.
Select *Spine* | *Import Data...*. Make sure the JSON file path is correct. Also make sure the checkbox *New project* is **not checked**, or else Spine will start confusing paths. Click OK to re-import the skeleton from the JSON file.
If everything went well, you will now have a number of new, lip-sync'ed animations on your skeleton!

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@ -5,7 +5,7 @@ set(vegasFiles
"Debug Rhubarb.cs.config"
"Import Rhubarb.cs"
"Import Rhubarb.cs.config"
"README.md"
"README.adoc"
)
install(

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= Scripts for Magix Vegas
If you own a copy of http://www.vegascreativesoftware.com/[Magix Vegas] (previously Sony Vegas), you can use this script to visualize Rhubarb Lip Syncs output on the timeline. This can be useful for creating lip-synced videos or for debugging.
Copy (or symlink) the files in this directory to `<Vegas installation directory>\Script Menu`. When you restart Vegas, youll find two new menu items:
* _Tools > Scripting > Import Rhubarb:_ This will create a new Vegas project and add two tracks: a video track with a visualization of Rhubarb Lip Syncs output and an audio track with the original recording.
* _Tools > Scripting > Debug Rhubarb:_ This will create markers or regions on the timeline visualizing Rhubarb Lip Syncs internal data from a log file. You can obtain a log file by redirecting `stdout`. Ive written this script mainly as a debugging aid for myself; feel free to contact me if youre interested and need a more thorough explanation.

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# Scripts for Magix Vegas
If you own a copy of [Magix Vegas](http://www.vegascreativesoftware.com/) (previously Sony Vegas), you can use this script to visualize Rhubarb Lip Sync's output on the timeline. This can be useful for creating lip-synced videos or for debugging.
Copy (or symlink) the files in this directory to `<Vegas installation directory>\Script Menu`. When you restart Vegas, you'll find two new menu items:
* *Tools > Scripting > Import Rhubarb:* This will create a new Vegas project and add two tracks: a video track with a visualization of Rhubarb Lip Sync's output and an audio track with the original recording.
* *Tools > Scripting > Debug Rhubarb:* This will create markers or regions on the timeline visualizing Rhubarb Lip Sync's internal data from a log file. You can obtain a log file by redirecting `stdout`. I've written this script mainly as a debugging aid for myself; feel free to contact me if you're interested and need a more thorough explanation.