LipSync 0.5 Update Available

Rhys Clarke | Releases | 28/01/2016 |
2

LipSync has now been updated to Beta 0.5!

This update brings the minimum Unity version up to 5.0. This is due to the extra time involved in getting each release ready for 4.6, and the rapidly declining use of that version making it less and less worthwhile. If you really need the update for 4.6, send us an email.

Here’s the change list again for this version:

Features
– New BlendSystem base class: facilitates adding compatibility with other assets/workflows instead of blendshapes.
– BlendshapeBlendSystem class. (for using blend shapes – identical to LipSync pre-0.5)
– 2D support with SpriteSwapBlendSystem class.
– Added [BlendSystemButton] attribute for marking buttons in the LipSync editor.
– Added Export option in the Clip Editor. (Exports a self-contained .unitypackage for transfering between Unity versions)
– Added PlayFromTime method.
– Extensions Window for downloading 3rd party asset integrations. Find in the Window/Rogo Digital menu.
– Improved presets system: Presets can now go in any folder named “Presets”. The Presets dropdown also now takes subfolders into account.

 

Fixes
– Clip Editor now behaves correctly when dragging markers while zoomed in.
– Emotion marker handles now re-appear when two emotions are seperated by resizing.

 

Changes
– Removed outdated ExampleGUI.cs and XMLExampleGUI.cs.
– Reduced the minimum emotion duration in the Clip Editor.
– Added icons for presets and delete buttons in the LipSync editor.
– Cleaned up emotion marker graphics to scale better.
– Made left and right eye transforms optional in Eye Controller.
– Dropped support for Unity 4.6 and lower.

Comments

  • Yosuke Tani | 28/09/2017 - 13:16 |

    Hi
    I downloaded your LS pro.
    That might be great item.

    When I enter the Start Bottun after opened clip editor, it always freeze.
    How should I do?
    OS is MAC, Unity Version is 17,1,1f1
    I have got SOX already.

    Best Regard
    Yosuke Tani

  • Liam | 16/02/2016 - 04:21 |

    I was curious, since LipSync is using MS SAPI, does LipSync support all 49 American English phonemes that SAPI identifies? If not, can it be extended to?

    And, I use an object’s transform vector to drive the blending between various shapes, can I easily replace the phoneme -> blendshape value with the driving object’s transform position?

    cheers
    – L

    • Rhys Clarke | 16/02/2016 - 13:11 |

      Hi Liam,
      LipSync only supports the basic 10 phonemes of the Preston Blair series, as this is usually enough for animation. It is possible to add additional phonemes already, but it’s not really advised as it would break compatibility with existing files and the built-in presets. It’s something I will look into adding in the future though! The SAPI aspect is also secondary, really, and is actually being replaced soon with a different speech recognition system.

      LipSync also has built-in support for using transforms instead of blendshapes, so there shouldn’t be any extra work required for that!