Phoneme & Emotion Poses
Last updated
Last updated
Poses (also known as Shapes in code for legacy reasons) are the sets of Blendables and their weights, and Bones and their position/rotation/scales, that form the core of LipSync's animation. There are two specific forms of Pose: Phoneme Poses and Emotion Poses - used for representing Phonemes and Emotions respectively. The generic Shape
class is also used in certain places, such as for Eye Controller's Blinking and Looking poses.
This guide will use the generic term 'Blendable' often. You may notice that this isn't reflected in the screenshots or UI, where a more specific term is usually used instead. For instance, the Blend Shape Blend System uses 'Blend Shape'. If you were using the Sprite Blend System, you would see 'Sprite' instead.
In places where Poses are used in the Inspector, they are displayed using a Pose Editor:
By default, a Pose is folded away as shown above. Clicking on any Pose displayed like this will expand the Pose Editor out.
When opened, the Pose Editor displays all the blendables in a pose, each with a slider underneath. Blendables can be added by clicking the Add Blendable button (see the note above). For each one, the blendable can be changed using the drop-down control at the top, which will display a list of all blendables exposed by the current Blend System. Clicking the magnifying glass icon next to it will allow you to search the blendables list, which can be useful when there are too many to comfortably fit on the screen. The bin icon on the right will remove a blendable from the pose. Finally, the large slider underneath sets the 'value' of the blendable. In the case of the Blend Shape Blend System, this is the Blend Shape's value from 0 to 100.
You can also add Bones to most poses. You do this by clicking the Add Bone Transform button.
In place of the Blendable drop-down, bone transforms have a Transform reference field, where you assign the transform you wish to control. When a transform is picked here, the Position, Rotation and Scale fields underneath will fill out with the transform's current attributes. You can then change these values to reflect how the transform should be positioned in this pose. You can also manipulate the transform in the scene using the second transform Gizmo that appears when a Pose with Bone Transforms is open. You can change which bone the Gizmo is controlling by toggling the checkbox next to the Transform field in the Pose.
Finally, there is the Create Pose from AnimationClip button. This will open the Pose Extractor Wizard, to let you add several bone transforms from a single frame of an Animation Clip.