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Releases Β· hecomi/uLipSync Β· GitHub
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Releases: hecomi/uLipSync
Releases Β· hecomi/uLipSync
v3.1.4 has been released!
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v3.1.3 has been released!
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v3.1.1 has been released!
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v3.1.0 has been released!
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v3.0.2 has been released
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v3.0.0 has been released
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Transition from v2 to v3
Starting from version 3.0.0, the MFCC values have been corrected to be more accurate. Therefore, if you are upgrading from version 2 to version 3, you will need to recalibrate or create a new Profile
.
Update
- Improved calculation method for MFCC (to get values closer to commonly used values).
- Article: https://tips.hecomi.com/entry/2023/03/31/022324 (written in Japanese)
- Added multiple comparison methods for MFCC in
Profile
(L1
/L2
/CosineSimilarity
andUse Standardization
). - Added VRM 1.0 resources to samples.
- Created using VRoid
- Added a sample that displays UI at runtime to allow editing and calibration of profiles.
- Improved editor performance (by creating MFCC textures with Job + Burst).
Bug Fix
- Fix microphone desynchronization issues #30
- The first parameter set in uLipSyncAnimator does not work. #37
Screen Shot
Comparison Method
Previously, L1
without standardization was used.
VRM 1.0
Runtime UI
Assets 4
7 people reacted
v2.6.1 has been released!
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Bug Fix
- fix Timeline Setup Helper to take clipIn and timescale into account
Assets 4
3 people reacted
v2.6.0 has been released!
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Update
- Add 10. Runtime Setup example
- Add Timeline Setup Helper
- Add an API to get phoneme names
Profile.GetPhonemeNames()
Timeline Setup Helper
Window > uLipSync > Timeline Setup Helper
This tool automatically creates BakedData corresponding to clips registered in AudioTrack and registers them in uLipSync Track.
Runtime Setup
- Attach
uLipSyncBlendShape
- Register
SkinneMeshRenderer
there - Bind the phoneme name registered in
Profile
and the correspondingSkinnedMeshRenderer
BlendShape withAddBlendShape(string phoneme, string blendShape)
- Attach
uLipSync
- Register
Profile
- Register the callback for
uLipSyncBlendShape
there
using UnityEngine;
using System.Collections.Generic;
public class uLipSyncBlendShapeRuntimeSetupExample : MonoBehaviour
{
// GameObject to add uLipSync (that has an AudioSource component)
public GameObject target;
// Profile to bind
public uLipSync.Profile profile;
// SkinnedMeshRenderer containing BlendShapes
public string skinnedMeshRendererName = "MTH_DEF";
// Assuming that some arbitrary data exists
[System.Serializable]
public class PhonemeBlendShapeInfo
{
public string phoneme;
public string blendShape;
}
public List<PhonemeBlendShapeInfo> phonemeBlendShapeTable
= new List<PhonemeBlendShapeInfo>();
uLipSync.uLipSync _lipsync;
uLipSync.uLipSyncBlendShape _blendShape;
void Start()
{
if (!target) return;
SetupBlendShpae();
SetupLipSync();
}
void SetupBlendShpae()
{
// Search for GameObject with specified name
var targetTform = uLipSync.Util.FindChildRecursively(
target.transform,
skinnedMeshRendererName);
if (!targetTform)
{
Debug.LogWarning(
$"There is no GameObject named \"{skinnedMeshRendererName}\"");
return;
}
// Get SkinnedMeshRenderer
var smr = targetTform.GetComponent<SkinnedMeshRenderer>();
if (!smr)
{
Debug.LogWarning(
$"\"{skinnedMeshRendererName}\" does not have SkinnedMeshRenderer.");
return;
}
// Attach uLipSyncBlendShape
_blendShape = target.AddComponent<uLipSync.uLipSyncBlendShape>();
_blendShape.skinnedMeshRenderer = smr;
// Bind Phoneme and BlendShape name using some data
foreach (var info in phonemeBlendShapeTable)
{
_blendShape.AddBlendShape(info.phoneme, info.blendShape);
}
}
void SetupLipSync()
{
if (!_blendShape) return;
// Attach uLipSync
_lipsync = target.AddComponent<uLipSync.uLipSync>();
// Specify Profile
_lipsync.profile = profile;
// Register callback for uLipSyncBlendShape
_lipsync.onLipSyncUpdate.AddListener(_blendShape.OnLipSyncUpdate);
}
}
Assets 4
v2.5.1 has been released!
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Update
Article
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v2.4.0 has been released
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3 people reacted
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