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com.hecomi.ulipsync - npm Package Compare versions

Comparing version 2.0.3 to 2.1.0

Editor/uLipSyncAnimationWindow.cs

7

package.json
{
"name": "com.hecomi.ulipsync",
"version": "2.0.3",
"version": "2.1.0",
"displayName": "uLipSync",

@@ -58,4 +58,9 @@ "description": "A MFCC-based LipSync plugin for Unity using Job and Burst Compiler",

"path": "Samples~/06. TImeline"
},
{
"displayName": "07. Animation Bake",
"description": "A sample to create animation clips.",
"path": "Samples~/07. Animation Bake"
}
]
}

@@ -10,2 +10,3 @@ uLipSync

- Pre-bake processing can be integrated with **Timeline**.
- Pre-bake data can be converted to **AnimationClip**

@@ -44,3 +45,7 @@

### AnimationClip
<img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Feature-AnimationClip.gif" />
Install

@@ -108,4 +113,2 @@ -------

<img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Feature-RunTime-Information.png" width="640" />
### AudioSource potiion

@@ -269,2 +272,40 @@

Animation Bake
--------------
You can also convert `BakedData`, which is pre-calculated lip-sync data, into an `AnimationClip`. Saving it as an animation makes it easy to combine it with other animations, to integrate it into your existing workflow, and to adjust it later by moving the keys. The sample scene is *Samples / 07. Animation Bake*.
### Setup
Select *Window > uLipSync > Animation Clip Generator* to open the *uLipSync Animation Clip Generator* window.
<img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncAnimationClipGenerator.png" width="640" />
To run the animation bake, you need to open the scene where you have set up a `uLipSyncBlendShape` component. Then, please set the components in the scene to the fields in this window.
- Animator
- Select an `Animator` component in the scene.
- An `AnimationClip` will be created in a hierarchical structure starting from this Animator.
- Blend Shape
- Select a `uLipSyncBlendShape` component that exists in the scene.
- Baked Data List
- Select the BakedData assets that you want to convert into `AnimationClip`s.
- Sample Frame Rate
- Specify the sampling rate (fps) at which you want to add the keys.
- Threshold
- The keys will be added only when the weight changes by this value.
- The maximum value of the weight is 100, so 10 means when the weight changes by 10%.
- Output Directory
- Specify the directory to output the baked animation clip.
- If the directory is empty, create it under *Assets* (root).
The following image is an example setup.
<img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncAnimationClipGeneratorSetup.png" width="640" />
Varying *Threshold* from 0, 10, and 20, you'll get the following.
<img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/AnimClip-Threshold-Change.gif" width="640" />
VRM Support

@@ -279,3 +320,3 @@ -----------

For more details, please refer to *Samples / 04 VRM*. The scene can be played if you have set up VRM and imported [Alicia](https://3d.nicovideo.jp/works/td32797).
For more details, please refer to *Samples / VRM*. The scene can be played if you have set up VRM and imported [Alicia](https://3d.nicovideo.jp/works/td32797).

@@ -371,9 +412,3 @@ <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncBlendShapeVRM.png" width="640" />

Future Update
-------------
- Bake blendshapes to animation
- Improvement of the method for comparing the current MFCC with the ones in `Profile`
3rd-Party License

@@ -380,0 +415,0 @@ ------------------

Samples~/06. Timeline/05. Timeline.unity

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