#EQ art separating and rigging?
4 messages · Page 1 of 1 (latest)
You can simulate EQ by planning out how you want the spikes to look like per mouth form. Just assign a different 'spike' look per keyform in Mouth open/form, with the circle calming down on Mouth Open 0. For this in particular I don't think you'd need a specific look, maybe just assign a random spiky pattern per keyform
I feel this would be possible with just one layer: the ring itself. Assign a mesh to it in a way where you can deform individual spikes to it, and manually warp the spikes per keyform.
Short sample I prepped for visuals, it's just a basic straight line but it should get the point across
If you want the EQ to be controlled by volume, assign it to a different parameter than Mouth Open/Form, then in VTS you can assign those parameters with the Voice Volume and Voice Frequency input
