![]() You will be prompted with the warning message that the expressions already set up will be removed after the conversion. Click the Smooth Mode button under the dummy pane.Open the Facial Animation Setup panel.Add additional layers under the Mouth layer.Apply a character with G3 or 360 head and enter the Composer mode.Used for transformation and deformation during the expression setup. In order to take the advantages of the smooth mode, add more layers to the mouth and eyes so that these layers can be ![]() If there is only oneĮlement for the mouth and eye sprites then the result will not beĬreate Multi-layer Facial Feature for Smooth Mode The result of which is smoother than sprite swapping. With Smooth mode provided by Cartoon Animator, theseĮxpressions of the eyes and mouth are performed via transformation and Therefore, when the character starts to talk or make expressions, the eyes and mouthĮlements are actually swapped with other images in accordance with the This process can be time consuming as each element ( Watch Tutorial - Intro to Smooth Expression Mode ) It requires a bit more coding, but it is one of the better ways to insure that the animation and audio remain in sync with each other.Customizing 360 Head Expressions with Smooth Mode (New for v4)įor each G3 and 360 head, the Eyes and Mouth sprites initially contains multiple elements in order to simulate different expressions and You might try looking at the possibility of playing the animations back dynamically based on the current position of the playing audio file. I rigged it up to use either Shape Keys for 3D models or Sprites for 2D animations. The solution I used stored the data in generated Animation Clips. Most uses of lip-syncing are in pre-scripted animation sequences. I haven't played around with the Timeline much yet, but it seems a very appropriate place to put a lip-synced animation. It is a technical hurdle that has to be addressed, though, and don't be surprised if users start to ask you about it. On desktop you usually don't see this, as even average or low-power desktop and laptop machines have enough processing juice to avoid the audio decompression delay. If you start playing an animation driven by the engine at the same time as a compressed audio file, the animation will run normally while the audio gets the slight delay, throwing the two out of sync and causing a noticeable discrepancy. ![]() This delay also won't be consistent, different devices might have a greater or lesser delay based on their processing power. If your file is a compressed MP3 or OGG file, the decoding on mobile causes a slight delay when you first start playing it. But the vast majority of users aren't going to keep speech files uncompressed, especially for distribution on mobile. If your speech audio is stored as an uncompressed WAV file, there is no issue. The issue with mobile comes with the decoding of compressed audio sources. And if any of my past experience can help, so much the better. ![]() ![]() I'm always interested to see new solutions crop up. I wasn't charging anyway, so it wasn't that big a deal. Sadly, I wasn't able to maintain it, and it dropped from the Asset Store. I actually released one of those other Unity tools. ![]()
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