uLipSync | based LipSync plug-in for Unity using Job System | Plugin library
kandi X-RAY | uLipSync Summary
kandi X-RAY | uLipSync Summary
uLipSync is an asset for lip-syncing in Unity. It has the following features:.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of uLipSync
uLipSync Key Features
uLipSync Examples and Code Snippets
Community Discussions
Trending Discussions on Plugin
QUESTION
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 11:49For 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.
QUESTION
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 11:02Android introduced a new way to define repositories.
Remove the dependencyResolutionManagement
block from the setting.gradle
file to have your project work the old way.
QUESTION
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 07:01First, 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:
For GitHub Actions: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.
As in actions/checkout issue 14, you can add as a first step:
QUESTION
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 20:59Check out this article: CentOS Linux EOL
The below commands helped me:
QUESTION
I have newly installed
...ANSWER
Answered 2021-Jul-28 at 07:22You 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)
QUESTION
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 12:36This 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.
QUESTION
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 21:52change build gradle to this :
QUESTION
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 16:08I 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.
QUESTION
I recently updated my android studio to Arctic Fox and got an error in my project
...ANSWER
Answered 2022-Mar-17 at 10:30For 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:
- Groovy DSL
QUESTION
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 07:39After 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.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install uLipSync
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" />.
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