Is there a way and tutorial on how to use Timeline for controlling dialogue that is lip-synced to a character? e.g. I want to drop various audio clips on the timeline and have those clips automagically lip-synced to the character the same way I can have a character be animated by using the timeline. thoughts? with appreciation, .cn
There's a plugin on the store that does lipsync. I do not report the name because it's not free...(there's a lite version though). I tell you this becase I made a custom playble asset that trigger the lipsync animation based on such plugins.
There's plugin that will work with Unity's Timeline tool? I know of Salsa as a Unity plugin for lip-syncing but I'm not seeing how it would work with Timeline. Could you please post or PM me the link?
@elettrozero - thank you. I'm still looking for guidance on how to do LipSyncing while using Unity's Timeline tool... Any guidance would be appreciated. thanks, -cn
Did you find a way to do Dialogue (multi audio clips) in Timeline? It appears that Lipsync Pro does not do more that one clip per character. it has a Sequencer plug-in for "Cinema Director" and "Slate" but does not yet have one for Cinemachine. Did you find a way around this?
You should set one instance of LipSync for each character - it's necessary becase you'll bind a blendshape system and an audio source for each one - than you can call the play event in timeline for each component whenever you want.
This is my playable for LipSync Pro https://drive.google.com/open?id=1pR1rEEKSQZh0xOOeoBzEL1J10QIH3HG_ It's a bit unpolished but should work easily.
I found my answer. In case anyone else needs help - First you need to download the salsa plug in for the timeline https://crazyminnowstudio.com/pkgDL.php?file=unitytimelineforsalsatextsync_0_3_0.unitypackage Then you need to watch this tutorial.
I've been using Oculus lip sync to do just that and that's been working pretty well. It's available for free via the Oculus integration asset on the asset store. Once everything is set up with the asset and Audiosource is bound to the track, I just put in an audioclip and it lipsyncs during play mode. I've also added [ExecuteInEditMode] to the oculus code and it works in the editor.