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Right so I am having problems right now.
Each line of dialogue is contained in something called a node. It looks like this in Dialogue Editor:
Each node has a lot of different information inside it, including several values that determine the length of time before the game progresses to the next node, or ‘shot,’ as it were. InterpLength essentially controls how long the camera stays on the characters in general. A WwiseEvent is something that tells the game to play a line of dialogue, and its duration (in milliseconds) tells the game how long it has in which to play the audio file. Lastly, the FaceFX is as you might think, facial animation information and it also plays a part in controlling how long the audio plays for.
I have been careful to set all of these nodes’ information to accommodate new lines, and have added new (very temporary) facial animation keys to try and keep them talking until the end of what they’re trying to say, but boy, it is not working and I do not know why. Both Shepard and Joker are having troubles here getting to the end of their custom dialogue and it’s driving me actually bloody bonkers, because every time I do try and change this, I have to dig around deep inside ME3′s brains to tweak some numbers and make damn sure I don’t tweak the wrong thing.
Also, poor Jeff gets stuck in the middle of an OW phoneme here and it looks very, very silly, poor boy.
Shepard’s last long line here that finishes with “I’ll look forward to our next talk” is a concatenation of about four different lines together, and I’ve had no choice but to begin the process of custom animating the phonemes for it. I have at this point only done the jaw, but it syncs up relatively well. (If you ignore that her face is otherwise more or less paralysed because I haven’t done those elements yet, it’s just the jaw.)
When I get that line looking a little better, I will make a tutorial showing how I did it, because it’s very different doing it the way you have to in the FaceFX Editor than it is via traditional and intuitive animation techniques.