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Lipsync while character walks.

Hello! I'm using adventure creator 1.79.3 on Unity 2022.3.20f1. I'm using AC's native lipsync in "From Speech Text" mode. It works perfectly as long as the character uses its standard animation for the "is talking".

What's the problem? For example, an npc is walking, and I want him to talk while walking.
To do this, in a cutscene I add a node in my Actionlist "Character-Move to point" and one to another node "Dialogue-Play speech" in which I activate "Don't animate speaker" so that the character speaks while walking. However, the character does not move his voice using lipsync. Is this normal? Is it a limitation of AC or am I doing something wrong?

To add another fact. If I create a cutscene in a timeline and create a "speech track" assigned to the character, in this case the lypsinc works during any animation (including the walking animation). In short, the problem with the lypsinc only occurs when the character walks towards a marker indicated from an Actionlist.

Thanks in advance!

Comments

  • I've done another test. If I create a cutscene on a timeline with the character walking and activate an actionlist at the same time where the character speaks with "Don´t animate speaker?" disabled, the walking animation overrides the "speaking while standing" animation while the lipsync works without problems.

    In short, the problem seems to be that if I activate "Don´t animate speaker" in the dialogue node of the Action List, it disables both the speaking body animation and the lipsync in any case. This makes the character unable to speak while walking towards a marker indicated by an Actionlist node.

  • What's your character's Animation engine?

    If the character's Animation engine is set to Sprites Unity, then the "full body" animation will either be Idle, Walk, Run or Talk - it can only play one at a time, and if a character is walking, that'll override talking.

    If you check Head on separate layer?, however, and configure it such that facial animation is played from separate animation clips, then the two can play concurrently.

    For an example set-up, see the "Player prefab: 2D head turning" package over on the Downloads page.

    Alternatively, using Sprites Unity Complex causes animation playback to be based entirely on Animator parameters and transitions - so having facial animation occur at the same time as movement is a case of configuring a sub-layer in the Animator to handle it.

  • edited September 14

    Sorry, I forgot to mention it. It´s a 3d character with the Rig animation type in Generic. I have configured the Animator with the speed parammeter for the blend tree and the "is talking", and the lipsync, phonemes, etc following your 3d primer tutorial in youtube.

    Thanks!

  • The 3D Primer's talking animation is full-body. To have a talking animation that can play at any time, you'll need to create a sub-layer, assign it an Avatar Mask that only affects the head, and play the talking animation there.

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