LipSync Documentationbeta

Welcome to the new online documentation for LipSync Pro and Lite.
This area will be updated with new information and tutorials when available.

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Presets are an easy way to save a complete set of Phoneme and Emotion poses that can then be applied to any character later, either for quickly setting up other characters or fixing poses if the list of blend shapes on a mesh changes.

Loading a Preset

Presets are loaded and created from the LipSync Inspector on any particular character. The Presets button can be found after the Phoneme/Emotion/Gesture tab control:

After clicking this button, a menu containing any presets found in your project will appear. In order to show up in this menu, presets must be either directly in a folder named "Presets", or inside a subfolder in a folder named "Presets". If in a subfolder, the subfolder's name will be used as a category in the list. Simply click a preset name in the list and it will be applied to the character.

Creating a Preset

At the bottom of the preset menu described above you will find the "Save New Preset" option. Clicking this will bring up the following box over the component:

Make sure you choose a valid path (and that it's inside a "Presets" folder), and click "Save". This will create a preset containing all the Phoneme and Emotion poses from the current character.

'Use Relative Bone Transforms'

Enabling this option will cause the preset to be saved in a 'relative' format. This has no effect on blendables, but will store the positions and rotations of bone transforms relative to their neutral position/rotation, as opposed to the standard behaviour where their absolute local-space position is used.
You can use this to apply the same amount of change to bones with very different neutral positions, for example rotating the jaw bone of a character whose jaw is naturally rotated differently to the original character.

Additional Information

Poses in presets are stored differently to in a LipSync or Eye Controller component - with extra data to help applying presets to characters that differ slightly from the original. For example, if two characters contain blend shapes with the name "Mouth Open", the preset will use the correct blend shape, even if they are at different indices. The preset format also allows for the matching of bones in a hierarchy, often even with different numbers of bones, or different bone names.
Because of this, presets can also be used to keep poses correct on a single character when the model is re-imported with blend shapes added or removed. Just save a preset when the poses are correct, and load this preset after re-importing.

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