LipSyncData
Last updated
Last updated
LipSyncData is the format in which LipSync Pro's animations are stored. They are often referred to simply as clips. It is a custom ScriptableObject
that contains all the phoneme, emotion and gesture markers and their timings, along with a reference to the AudioClip and any other information created/added in the Clip Editor.
The most common use for LipSyncData clips is simply storing references to them in your scripts, so that LipSync.Play can be called to play the animation back at a later point.
There is also a field in the LipSync Inspector that accepts a LipSyncData object to play back (after an optional delay) when the scene starts. You can access this field by enabling the Play On Awake checkbox on a LipSync component.
Clips are always created and edited using the Clip Editor. An existing clip can be opened in one of three ways:
In the Clip Editor's top toolbar, you can click the File > Open File option, and then browse for a .Asset file containing LipSyncData you've saved previously.
The custom inspector for when a LipSyncData clip is selected in the Project panel gives you an overview of the data contained in the file at the top, and a clip preview at the bottom which can be used to preview either just the audio or the animation using the Play, Stop and Preview buttons.
There is also an Edit LipSync Data button at the top which will open the clip in the Clip Editor for editing.
You can also easily open a clip from the project panel, either by selecting it and opening the Clip Editor (Window > Rogo Digital > LipSync Pro > Open Clip Editor, or using the keyboard shortcut Ctrl + Alt + A) or by simply double-clicking it.
Ordinarily when a LipSyncData clip is played, the LipSync component on the character processes the data to produce the animation that is then played. While this is usually fast enough to be done in a single frame without causing performance drops, certain platforms such as mobile and WebGL may suffer from a frame or two of lag when a clip starts playing. To avoid this problem, clips can be pre-processed to improve performance at runtime.
Pre-processing clips comes with the limitation that once pre-processed, the clip can then only be played on the LipSync character that it was processed with. Attempting to play it on another character may cause it to display incorrectly, or simply not play at all.
To pre-process clips, open the Preprocessor window from Window > Rogo Digital > LipSync Pro > Preprocess Data.
Ensure the character you want to process the data for is in the current scene, then either drag it into the LipSync Character field or use the object picker to select it. You can then add as many LipSyncData clips as you like to be pre-processed - click the Add Empty Slot button to add a new row to the list, which you can then populate with a LipSyncData clip from the Project panel.
You can also click the Add Selected Clip(s) button to add any LipSyncData clips you currently have selected in the Project panel directly to the list, or Add All Clips In Project to add every single clip in the project. Don't forget that pre-processed clips can only be played back on the selected LipSync character! If you have clips intended for multiple characters in your project, adding all clips here and pre-processing them is probably a bad idea!