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[RELEASED] Puppet Face - All-In-1 Facial Animation for Unity

Discussion in 'Assets and Asset Store' started by jamieniman, Dec 17, 2020.

  1. thanhle

    thanhle

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    I use Macbook M1
     
  2. jamieniman

    jamieniman

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    Is macOS ticked?
     
  3. jawasjnsdjn

    jawasjnsdjn

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    looked around can't find out anyone but that Other VR guy complaining about anything like this.
    Error: performance capture button is missing from the component. component only shows the cam and mic dropdowns.
    Code (CSharp):
    1. IndexOutOfRangeException: Index was outside the bounds of the array.
    2. PuppetFace.PerformanceCaptureEditor.OnInspectorGUI () (at Assets/PuppetFace/Scripts/Editor/PerformanceCaptureEditor.cs:96)
    3. UnityEditor.UIElements.InspectorElement+<>c__DisplayClass71_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <f7044ab663d344a2badf1160e57d1c1d>:0)
    4. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    5.  
    22.2.1f1
     
  4. jamieniman

    jamieniman

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    Right, I hadn't been able to reproduce the issue -
    If you make a new clean project with just puppet face and without vr enabled do you get the error? If not, could you then enable vr and try again. If it then errors, seems like it is vr that's the issue.
     
  5. jawasjnsdjn

    jawasjnsdjn

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    • created a blank urp project and it is the same.
    • same thing in the console
    • 22.2.1f1
    upload_2023-1-27_9-24-44.png
    but it does show with the virtual cams.....
    upload_2023-1-27_9-25-33.png
     
    Last edited: Jan 27, 2023
  6. jamieniman

    jamieniman

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    Do you get a console error?
     
  7. jawasjnsdjn

    jawasjnsdjn

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    as noted it has same error in console... but i reopened the project again and the info and button doesn't disappear. WTF? so now it is working. something has got to cause it to disappear.
     
  8. codeBlues

    codeBlues

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    If I modeling a face with teeth, tongue, etc, import it to Unity, and attach the Puppetface Asset, does it automatically lip sync?

    I'm asking because I don't understand what kind of asset it is. Have a nice day.
     
  9. jamieniman

    jamieniman

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    You then setup the phoneme shapes and then yes.

     
  10. troy_halsey

    troy_halsey

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    Hi, I am using Unity 2022.1.1f1 and I am getting this error:
    Assets\PuppetFace\Scripts\LipSyncBehaviour.cs(12,26): error CS0115: 'LipSyncBehaviour.ProcessFrame(Playable, FrameData, object)': no suitable method found to override

    Any suggestions for trouble shooting?
     
  11. codyrchildress_Qualcomm

    codyrchildress_Qualcomm

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    Hi there,

    I'm interested in getting this asset to do performance capture on a 2d character (drive sprites instead of blendshapes/joints). Is that currently possible?
     
  12. crankyoldguy

    crankyoldguy

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    I'm also interested in this, possible?
    Also wondering if the current versions are ok to use, noticed last update was Dec-2021. Not a probable to install
    older version if it will be more stable?
     
  13. jamieniman

    jamieniman

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    I'm not sure what's causing that - Does it happen in a demo scene?
     
  14. jamieniman

    jamieniman

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    It hasn't been specifically designed for 2D - but there are definitely ways to make it work.
    One way would be to setup the lipsync to scale up and down the mouth sprites (scale 0 when they are invisible and 1 when visible).
    Another method I did in this gif was to use 2d meshes for the mouth and make blendshapes out of them!
    CherryHostTest (1).gif
    I've tried it in the current latest version 2022.3.5 (LTS) and it works fine :)
     
  15. crankyoldguy

    crankyoldguy

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    Nice!
    Think I'm going with blend shapes. I'm adding just a few more polys around the face on Synty characters and giving that a go...looks promising!

    Thanks! Great asset!!
     
  16. Jesse_Rebmann

    Jesse_Rebmann

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    Hi Jamie! This asset looks pretty promising. I am wondering if it can cover runtime generation?
    For example having a dynamic chat with an npc and generating talking/eye expressions bases on runtime generated audio files. Also for generation the correct blends/emotions can these then be blended/applied on certain timings?
    Thank you upfront!
     
  17. jamieniman

    jamieniman

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    The lip sync from audio conversion uses an "exe" called rhubarb - I don't know if its possible to have this running live in game.