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com.hecomi.ulipsync - npm Package Compare versions

Comparing version 2.3.0 to 2.4.0

Editor/AnimationUtil.cs

7

package.json
{
"name": "com.hecomi.ulipsync",
"version": "2.3.0",
"version": "2.4.0",
"displayName": "uLipSync",

@@ -63,4 +63,9 @@ "description": "A MFCC-based LipSync plugin for Unity using Job and Burst Compiler",

"path": "Samples~/07. Animation Bake"
},
{
"displayName": "08. Texture",
"description": "A sample of lip-syncing with textures.",
"path": "Samples~/08. Texture"
}
]
}

@@ -306,2 +306,30 @@ uLipSync

Texture
-------
`uLipSyncTexture` allows you to change textures and UVs according to the recognized phonemes.
<img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncTexture.png" width="640" />
- Renderer
- Specify the `Renderer` of the material you want to update.
- Parameters
- Min Volume
- The minimum volume value (log10) to update.
- Min Duration
- This is the minimum time to keep the mouth in the same texture / uv.
- Textures
- Here you can select the textures you want to assign
- Phoneme
- Enter the phoneme registered in the `Profile` (e.g. "A", "I").
- An empty string ("") will be treated as if there is no audio input.
- Texture
- Specify the texture to be changed.
- If not specified, the initial texture set in the material will be used.
- UV Scale
- UV Scale. For tiled textures, specify this value.
- UV Offset
- UV offset. For tiled textures, specify this value.
VRM Support

@@ -314,3 +342,3 @@ -----------

With `uLipSyncBlendShape`, the blendshapes in the `SkinnedMeshRenderer` was controlled directly, but there is a modified component named `uLipSyncBlendShapeVRM` that controls `VRMBlendShapeProxy` instead.
With `uLipSyncBlendShape`, the blendshapes in the `SkinnedMeshRenderer` was controlled directly, but there is a modified component named `uLipSyncBlendShapeVRM` that controls `VRMBlendShapeProxy` instead.

@@ -328,7 +356,7 @@ 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).

uLipSyncBlendShape is for 3D models, but if you want to animate a texture for a 2D model instead, you can write your own component to support it. Prepare a component that provides a function to receive `uLipSync.LipSyncInfo` and register it to *OnLipSyncUpdate(LipSyncInfo)* of `uLipSync` or `uLipSyncBakedDataPlayer`.
`uLipSyncBlendShape` is for 3D models, and `uLipSyncTexture` is for 2D textures. But if you want to do something different, you can write your own component to support them. Prepare a component that provides a function to receive `uLipSync.LipSyncInfo` and register it to *OnLipSyncUpdate(LipSyncInfo)* of `uLipSync` or `uLipSyncBakedDataPlayer`.
<img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSync-OnLipSyncUpdate.png" width="640" />
For example, the following is an example of a simple script that outputs the result of recognition to `Debug.Log()`.
For example, the following is an example of a simple script that outputs the result of recognition to `Debug.Log()`.

@@ -335,0 +363,0 @@ ```cs

Samples~/00. Common/UnityChan/License/キャラクター利用のガイドライン.pdf

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