uLipSync | based LipSync plug-in for Unity using Job System | Plugin library

 by   hecomi C# Version: v3.0.2 License: MIT

kandi X-RAY | uLipSync Summary

kandi X-RAY | uLipSync Summary

uLipSync is a C# library typically used in Plugin, Unity applications. uLipSync has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

uLipSync is an asset for lip-syncing in Unity. It has the following features:.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              uLipSync has a low active ecosystem.
              It has 598 star(s) with 73 fork(s). There are 19 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 18 open issues and 10 have been closed. On average issues are closed in 52 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of uLipSync is v3.0.2

            kandi-Quality Quality

              uLipSync has no bugs reported.

            kandi-Security Security

              uLipSync has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              uLipSync is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              uLipSync releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            uLipSync Key Features

            No Key Features are available at this moment for uLipSync.

            uLipSync Examples and Code Snippets

            No Code Snippets are available at this moment for uLipSync.

            Community Discussions

            QUESTION

            Error: Member not found: 'packageRoot', how to solve ignore: deprecated_member_use in Flutter?
            Asked 2022-Apr-05 at 06:52

            In my flutter project, I have made some updates of plugins and then used flutter upgrade. After that, whenever I am running my flutter project it is showing following error-

            ...

            ANSWER

            Answered 2021-Dec-16 at 11:49

            For me, cleaning and getting the packages didn't work. This error started after I upgraded flutter. I was on the master channel, a quick fix for me was to switch to stable.

            Source https://stackoverflow.com/questions/70363918

            QUESTION

            Build was configured to prefer settings repositories over project repositories but repository 'maven' was added by build file 'build.gradle'
            Asked 2022-Apr-04 at 13:12

            I want to add jitpack.io as a repository in my gradle file. This is my gradle root file:

            ...

            ANSWER

            Answered 2021-Sep-16 at 11:02

            Android introduced a new way to define repositories.

            Remove the dependencyResolutionManagement block from the setting.gradle file to have your project work the old way.

            Source https://stackoverflow.com/questions/69163511

            QUESTION

            The unauthenticated git protocol on port 9418 is no longer supported
            Asked 2022-Mar-27 at 13:23

            I have been using github actions for quite sometime but today my deployments started failing. Below is the error from github action logs

            ...

            ANSWER

            Answered 2022-Mar-16 at 07:01

            First, this error message is indeed expected on Jan. 11th, 2022.
            See "Improving Git protocol security on GitHub".

            January 11, 2022 Final brownout.

            This is the full brownout period where we’ll temporarily stop accepting the deprecated key and signature types, ciphers, and MACs, and the unencrypted Git protocol.
            This will help clients discover any lingering use of older keys or old URLs.

            Second, check your package.json dependencies for any git:// URL, as in this example, fixed in this PR.

            As noted by Jörg W Mittag:

            There was a 4-month warning.
            The entire Internet has been moving away from unauthenticated, unencrypted protocols for a decade, it's not like this is a huge surprise.

            Personally, I consider it less an "issue" and more "detecting unmaintained dependencies".

            Plus, this is still only the brownout period, so the protocol will only be disabled for a short period of time, allowing developers to discover the problem.

            The permanent shutdown is not until March 15th.

            For GitHub Actions:

            As in actions/checkout issue 14, you can add as a first step:

            Source https://stackoverflow.com/questions/70663523

            QUESTION

            CentOS through a VM - no URLs in mirrorlist
            Asked 2022-Mar-26 at 21:04

            I am trying to run a CentOS 8 server through VirtualBox (6.1.30) (Vagrant), which worked just fine yesterday for me, but today I tried running a sudo yum update. I keep getting this error for some reason:

            ...

            ANSWER

            Answered 2022-Mar-26 at 20:59

            Check out this article: CentOS Linux EOL

            The below commands helped me:

            Source https://stackoverflow.com/questions/70926799

            QUESTION

            Java, Intellij IDEA problem Unrecognized option: --add-opens=jdk.compiler/com.sun.tools.javac.code=ALL-UNNAMED
            Asked 2022-Mar-26 at 15:23

            I have newly installed

            ...

            ANSWER

            Answered 2021-Jul-28 at 07:22

            You are running the project via Java 1.8 and add the --add-opens option to the runner. However Java 1.8 does not support it.

            So, the first option is to use Java 11 to run the project, as Java 11 can recognize this VM option.

            Another solution is to find a place where --add-opens is added and remove it. Check Run configuration in IntelliJ IDEA (VM options field) and Maven/Gradle configuration files for argLine (Maven) and jvmArgs (Gradle)

            Source https://stackoverflow.com/questions/68554693

            QUESTION

            Springboot 2.6.0 / Spring fox 3 - Failed to start bean 'documentationPluginsBootstrapper'
            Asked 2022-Mar-25 at 06:14

            I'm trying to initiate a Springboot project using Open Jdk 15, Springboot 2.6.0, Springfox 3. We are working on a project that replaced Netty as the webserver and used Jetty instead because we do not need a non-blocking environment.

            In the code we depend primarily on Reactor API (Flux, Mono), so we can not remove org.springframework.boot:spring-boot-starter-webflux dependencies.

            I replicated the problem that we have in a new project.: https://github.com/jvacaq/spring-fox.

            I figured out that these lines in our build.gradle file are the origin of the problem.

            ...

            ANSWER

            Answered 2022-Feb-08 at 12:36

            This problem's caused by a bug in Springfox. It's making an assumption about how Spring MVC is set up that doesn't always hold true. Specifically, it's assuming that MVC's path matching will use the Ant-based path matcher and not the PathPattern-based matcher. PathPattern-based matching has been an option for some time now and is the default as of Spring Boot 2.6.

            As described in Spring Boot 2.6's release notes, you can restore the configuration that Springfox assumes will be used by setting spring.mvc.pathmatch.matching-strategy to ant-path-matcher in your application.properties file. Note that this will only work if you are not using Spring Boot's Actuator. The Actuator always uses PathPattern-based parsing, irrespective of the configured matching-strategy. A change to Springfox will be required if you want to use it with the Actuator in Spring Boot 2.6 and later.

            Source https://stackoverflow.com/questions/70036953

            QUESTION

            Your project requires a newer version of the Kotlin Gradle plugin. (Android Studio)
            Asked 2022-Mar-17 at 15:50

            I've just updated my flutter project packages to be null-safety compliant and now Android Studio wants me to update my project to use the latest version of Kotling Gradle Plugin. Can't see where to change this though. I have tried to change "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version" into "org.jetbrains.kotlin:kotlin-stdlib-jdk7:1.6.10" but this has no effect.

            My build.grade-file looks like this:

            ...

            ANSWER

            Answered 2022-Jan-30 at 21:52

            change build gradle to this :

            Source https://stackoverflow.com/questions/70919127

            QUESTION

            ESlint - Error: Must use import to load ES Module
            Asked 2022-Mar-17 at 12:13

            I am currently setting up a boilerplate with React, Typescript, styled components, webpack etc. and I am getting an error when trying to run eslint:

            Error: Must use import to load ES Module

            Here is a more verbose version of the error:

            ...

            ANSWER

            Answered 2022-Mar-15 at 16:08

            I think the problem is that you are trying to use the deprecated babel-eslint parser, last updated a year ago, which looks like it doesn't support ES6 modules. Updating to the latest parser seems to work, at least for simple linting.

            So, do this:

            • In package.json, update the line "babel-eslint": "^10.0.2", to "@babel/eslint-parser": "^7.5.4",. This works with the code above but it may be better to use the latest version, which at the time of writing is 7.16.3.
            • Run npm i from a terminal/command prompt in the folder
            • In .eslintrc, update the parser line "parser": "babel-eslint", to "parser": "@babel/eslint-parser",
            • In .eslintrc, add "requireConfigFile": false, to the parserOptions section (underneath "ecmaVersion": 8,) (I needed this or babel was looking for config files I don't have)
            • Run the command to lint a file

            Then, for me with just your two configuration files, the error goes away and I get appropriate linting errors.

            Source https://stackoverflow.com/questions/69554485

            QUESTION

            Allow insecure protocols, android gradle
            Asked 2022-Mar-17 at 10:30

            I recently updated my android studio to Arctic Fox and got an error in my project

            ...

            ANSWER

            Answered 2022-Mar-17 at 10:30

            For insecure HTTP connections in Gradle 7+ versions, we need to specify a boolean allowInsecureProtocol as true to MavenArtifactRepository closure.
            Since you have received this error for sonatype repository, you need to set the repositories as below:

            1. Groovy DSL

            Source https://stackoverflow.com/questions/68585885

            QUESTION

            Android studio - Generate signed APKs broke
            Asked 2022-Mar-15 at 13:50

            I just updated my Android studio to the version 2021.1.1 Canary 12. After struggling to make it work, I had to also upgrade my Gradle and Gradle plugin to 7.0.2. Now I can compile my project and launch my app on my mobile, everything is working. But when I try to generate a Signed APK, I get a strange message after building telling me: APK(s) generated successfully for module 'android-mobile-app-XXXX.app' with 0 build variants:

            Even though the build seem to be successful I cannot find the generated APK anywhere (and considering the time it takes to give me that error, I don't even think it is building anything). Now, I have been generating an APK every week for years now, so I know my way around the folders, the different build variant output folders etc... Nothing changed in my way of generating an APK. I do it via AS and follow the very standard procedure.

            Can someone point to me what am I missing here? I assume there is a way to select a specific build variant when generating a signed APK, how does it works?

            PS: Obviously, I am selecting my variant here during the process:

            PS2: I can generate a debug APK without any issue whatsoever.

            ...

            ANSWER

            Answered 2021-Oct-05 at 07:39

            After a few days of struggle, I ended up switching to Bundle. It achieves the same purpose for me and it actually works so... That's my solution here.

            Source https://stackoverflow.com/questions/69408222

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install uLipSync

            Download the latest .unitypackage from [Release page](https://github.com/hecomi/uLipSync/releases). Import Unity.Burst and Unity.Mathematics from Package Manager. Add https://github.com/hecomi/uLipSync.git#upm to Package Manager. Add a scoped registry to your project. Install uLipSync in Package Manager.
            Unity Package
            Download the latest .unitypackage from [Release page](https://github.com/hecomi/uLipSync/releases).
            Import Unity.Burst and Unity.Mathematics from Package Manager.
            Git URL (UPM)
            Add https://github.com/hecomi/uLipSync.git#upm to Package Manager.
            Scoped Registry (UPM)
            Add a scoped registry to your project.
            URL: https://registry.npmjs.com
            Scope: com.hecomi
            Install uLipSync in Package Manager.
            Let’s set up using Unity-chan. The sample scene is Samples / 01. Play AudioClip / 01-1. Play Audio Clip. If you installed this from UPM, please import Samples / 00. Common sample (which contains Unity’s assets). After placing Unity-chan, add the AudioSource component to any game object where a sound will be played and set an AudioClip to it to play a Unity-chan’s voice. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-AudioSource.png" width="640" />. First, add a uLipSync component to the same game object. For now, select uLipSync-Profile-UnityChan from the list and assign it to the Profile slot of the component (if you assign something different, such as Male, it will not lip sync properly). <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSync.png" width="640" />. Next, set up the blendshape to receive the results of the analysis and move them. Add uLipSyncBlendShape to the root of Unity-chan’s SkinnedMeshRenderer. Select the target blendshape, MTH_DEF, and go to Blend Shapes > Phoneme - BlendShape Table and add 7 items, A, I, U, E, O, N, and -, by pushing the + button ("-" is for noise). Then select the blendshape corresponding to each phoneme, as shown in the following image. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncBlendShape.png" width="640" />. Finally, to connect the two, in the uLipSync component, go to Parameters > On Lip Sync Updated (LipSyncInfo) and press + to add an event, then drag and drop the game object (or component) with the uLipSyncBlendShape component where it says None (Object). Find uLipSyncBlendShape in the pull-down list and select OnLipSyncUpdate in it. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSync-Event.png" width="640" />. Now when you run the game, Unity-chan moves its mouth as it speaks.
            The sample scene is Samples / 05. Bake. You can create a BakedData from the Project window by going to Create > uLipSync > BakedData. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/BakedData-Create.png" width="640" />. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-BakedData.png" width="640" />. Here, specify the calibrated Profile and an AudioClip, then click the Bake button to analyze the data and complete the data. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-BakedData-Bake.gif" width="640" />. If it works well, the data will look like the following. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/BakedData-Example.png" width="640" />. Set this data to the uLipSyncBakedDataPlayer. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncBakedDataPlayer.png" width="640" />. Now you are ready to play. If you want to check it again in the editor, press the Play button, or if you want to play it from another script, just call Play().
            Right-click in the track area in the Timeline and add a dedicated track from uLipSync.Timeline > uLipSync Track. Then right-click in the clip area and add a clip from Add From Baked Data. You can also drag and drop BakedData directly onto this area. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncTrack.gif" width="640" />. When you select a clip, you will see the following UI in the Inspector, where you can replace the BakedData. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncClip.png" width="640" />. Next, add a uLipSyncTimelineEvent to some game object, and then add the binding so that lipsync can be played. At this time, register the uLipSyncBlendShape in the On Lip Sync Update (LipSyncInfo). <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncTimelineEvent.png" width="640" />. Then click on the game object with the PlayableDirector and drag and drop the game object into the slot for binding on the uLipSyncTrack in the Timeline window. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncTrack-Binding.png" width="640" />. Now the lipsync information will be sent to uLipSyncTimelineEvent, and the connection to uLipSyncBlendShape is established. Playback can also be done during editing, so you can adjust it with the animation and sound.
            Select Window > uLipSync > Animation Clip Generator to open the uLipSync Animation Clip Generator window. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncAnimationClipGenerator.png" width="640" />. To run the animation bake, you need to open the scene where you have set up a uLipSyncBlendShape component. Then, please set the components in the scene to the fields in this window. The following image is an example setup. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncAnimationClipGeneratorSetup.png" width="640" />. Varying Threshold from 0, 10, and 20, you’ll get the following. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/AnimClip-Threshold-Change.gif" width="640" />.
            Animator
            Select an Animator component in the scene.
            An AnimationClip will be created in a hierarchical structure starting from this Animator.
            Blend Shape
            Select a uLipSyncBlendShape component that exists in the scene.
            Baked Data List
            Select the BakedData assets that you want to convert into `AnimationClip`s.
            Sample Frame Rate
            Specify the sampling rate (fps) at which you want to add the keys.
            Threshold
            The keys will be added only when the weight changes by this value.
            The maximum value of the weight is 100, so 10 means when the weight changes by 10%.
            Output Directory
            Specify the directory to output the baked animation clip.
            If the directory is empty, create it under Assets (root).
            When building on a Mac, you may encounter the following error. This may be related to the microphone access code, which can be fixed by writing something in Project Settings > Player’s Other Settings > Mac Configuration > Microphone Usage Description. <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Mic-Setting.png" width="640" />.

            Support

            <img src="https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Alicia.gif" width="640" />.
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