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This could be a great asset with some fine tuning, but the algorithm to determine which phoneme (or viseme) to use needs more work. It doesnt recognize the U or O phonemes so it looks a little weird, you can see this in the demo video. I was hoping I could work around this with some settings, but no luck.
Speaking of settings, the settings are good and you can do a lot of fine tuning; but it doesnt matter how much you tune if it never calls a correct mouth shape.
I bought this because I didnt want to spend a couple hours setting up a free version, and in terms of speed its great; just drag and drop a few things and you are off and running. But the free version actually looks better in the test Ive done.
By the way, Im an English teacher and work with mouth shapes and phonemes.
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Gets the job done. I would like to see better integration of blend shapes beyond the jaw. But yes, this works and it can be a useful tool for talking NPCs.
The developer should consider disabling the BlendShape weight update when audio playback has stopped.
The state of having no audio source assigned causes runtime errors.
** 9/9 Update. Developer updated the asset. It allocates 3.7KB per frame, which is 222 KB per second of audio. Not great, but much improved.
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퍼블리셔 답변:
4 months ago에 답변됨
Hello, thanks for trying SpeechBlend. Please update to the latest version which has various performance improvements including GC.
K
A must have for your TTS needs!
5 months ago
KittyPurrsStudios이전 버전 1.2
Works great and for such a minimal investment!
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For years I've used Salsa as my go to lipsync package. SpeechBlend replaced it for this purpose. That is high praise because I've always loved Salsa. SpeechBlend works very well, automates the setup process and is tweakable without the complexity and sometimes confusing settings of Salsa. Thanks so much for this great asset.
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t
Don't Bother - Needs Updating
6 months ago
the_t_v1rus이전 버전 1.2
I'll start by saying I'm using Unity 6 and using Move Jaw Only setting without blendshapes as this is enough for me. This is my experience so far:
1) The mouth movement works completely different in builds than in the editor. I'm having to add custom multipliers to the code to make the build look somewhat similar to what I'm seeing in the editor. Building over and over to check the results is a real pain.
2) I have lots of errors when disabling and re-enabling the AudioSource or when I enable loop on the audio source at runtime. Mouth movement completely breaks and stops working. Still trying to solve these errors. It might be from the random multipliers I had to add to get the mouth movement working somewhat correctly in builds.
3) The asset hasn't been updated since 2023. Seems like the developer has abandoned the asset and is not keeping it up to date or improving it.
2 stars from me until an update is released that fixes these issues. It's pretty much unusable in its current state but has a lot of potential to be a great asset.
You might be able to get it working the way you need if you're willing to put in the time to tweak the code.
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퍼블리셔 답변:
6 months ago에 답변됨
Hi the_t_v1rus, I'm sorry that your having issues with SpeechBlend. These issues sound very frustrating and it looks like you've had to hack your way around them which is not what we want. I'm having issues reproducing this on Unity 6. Please feel free to contact us at tinyanglelabs@outlook.com so we can get this fixed!
m
Just works
a year ago
mrcodycreed이전 버전 1.2
I tried a bunch of other blend shape assets to drive visemes but this is the best solution. It just works. Its simple to set up and works with the character I created with another asset. The documentation says that microphone live visemes is Windows only. I am hoping an update includes Mac for this feature as it would make my workflow simpler. That said, this has solved all my problems building a speaking avatar.
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