LipSync

This page describes how to set up the Dialogue System with Rogo Digital's LipSync Pro and LipSync Lite. (LipSync Pro or LipSync Lite is required.)

LipSync copyright © Rogo Digital.


LipSync Setup

Follow these steps to set up the Dialogue System with LipSync.

  • Import the package Third Party Support/LipSync Support. This will unpack files into the folder Third Party Support/LipSync.
  • If you're using LipSync Lite (without Eye Controller), delete the file Third Party Support/LipSync Support/Scripts/SequencerCommandEyeControl.cs.
  • Configure your character(s) with LipSync as described in the LipSync Quick Start guide.
  • Use the LipSync() sequencer command in sequences, such as in the Sequence field of your dialogue entries. You can also take advantage of the entrytag keyword; see Using entrytag To Simplify Sequences.
  • Use the SetEmotion() sequencer command to set the LipSync character's current emotion.
  • Use the EyeControl() sequencer command to set the EyeController to look at targets.

Example Scene

The Example folder contains an example scene that uses LipSync. In this scene, Private Hart is disguised as Abraham Lincoln. His lines use the LipSync() sequencer command, such as:

LipSync(Hart1)

The LipSync Data files are in a Resources subfolder. They reference audio clips in an Audio subfolder.


Sequencer Commands

You can use the following sequencer commands in your dialogue entries' Sequence fields to interface with LipSync.

LipSync()

Syntax: LipSync(lipSyncData[, subject[, nowait]])

Description: Plays a LipSync data file.

Parameters:

  • lipSyncData: The name of a LipSync Data file in a Resources folder.
  • subject: (Optional) The GameObject through which to play the LipSync Data. Must have a LipSync component. Default: speaker.
  • nowait: If present and nowait, the sequencer command doesn't wait for LipSync to finish playing.

Example:

  • LipSync(Greetings/Hello) (Plays the clip Resources/Greetings/Hello through the speaker's LipSync component)

SetEmotion()

Syntax: SetEmotion(emotion[, blendTime[, subject]])

Description: Sets a LipSync character's emotion.

Parameters:

  • emotion: The name of an emotion defined on the LipSync component.
  • blendTime: Duration over which to transition to the emotion. Default: 0.3 seconds.
  • subject: (Optional) The GameObject that has the LipSync component. Default: speaker.

Examples:

  • SetEmotion(Happy Emotion, 0.5, Wife) (Sets Wife's emotion to "Happy Emotion", blending to that emotion state over 0.5 seconds)

EyeControl()

Syntax: EyeControl([target[, lookAmount[, subject]]])

Description: Sets an EyeController target.

Parameters:

  • target: (Optional) The GameObject to look at. If preceded by "tag:", the Auto Target Tag to use. Default: listener.
  • lookAmount: (Optional) The amount to look at the target.
  • subject: (Optional) The GameObject on which to set the eye controller. Default: speaker.

Examples:

  • SetEyeControl() (Sets the speaker's EyeController to look at the listener)
  • SetEyeControl(Husband, , Wife) (Sets Wife's EyeController to look at Husband)

<< Third Party Support