Update TTS lipsync authored by Andrea Bönsch's avatar Andrea Bönsch
...@@ -15,7 +15,7 @@ This plugin provides different options for animating the face, see [FaceAnimatio ...@@ -15,7 +15,7 @@ This plugin provides different options for animating the face, see [FaceAnimatio
Each audio file needs to be preprocessed, e.g., with the [OculusLipSyncWAVParser](https://devhub.vr.rwth-aachen.de/VR-Group/oculuslipsyncwavparser/-/tree/master). This generates a visemes.txt file which is then used to animate the face. For more information about its usage, please check out the [README](https://devhub.vr.rwth-aachen.de/VR-Group/oculuslipsyncwavparser/-/blob/master/README.md). Each audio file needs to be preprocessed, e.g., with the [OculusLipSyncWAVParser](https://devhub.vr.rwth-aachen.de/VR-Group/oculuslipsyncwavparser/-/tree/master). This generates a visemes.txt file which is then used to animate the face. For more information about its usage, please check out the [README](https://devhub.vr.rwth-aachen.de/VR-Group/oculuslipsyncwavparser/-/blob/master/README.md).
After the preprocessing go back to your Unreal project. Choose the character, who is supposed to be conversational, and add a VHOculusLipSync component to it. If it happens to be a Character Creator 3 Model use the ``PluginContent/Characters/Henry/OculusLipSyncToCC3`` pose asset and for a MetaHuman the ``OculusLipSyncToMeta`` pose asset. The created *.txt file for the visemes has to be set as the animation file. After the preprocessing go back to your Unreal project. Choose the character, who is supposed to be conversational, and add a VHOculusLipSync component to it. If it happens to be a Character Creator 3 Model use the ``PluginContent/Characters/Henry/OculusLipSyncToCC3`` pose asset and for a MetaHuman the ``PluginContent/Characters/MetaHuman/OculusLipSyncToMeta`` pose asset. The created *.txt file for the visemes has to be set as the animation file.
# Audio # Audio
You are free to use any Unreal audio plugin. However, for usage in the CAVE, we propose to use the [VirtualAcoustics Plugin](https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unreal-va-plugin). You just have to add a VASource component to your character and specify the audio file, relative to the [VAServer](https://devhub.vr.rwth-aachen.de/VR-Group/vaserver)'s Data folder. For the source to move with the head you need to set the ``Position Setting`` to ``Attached to Bone`` and the Bone name for CC§ character to ``head`` You are free to use any Unreal audio plugin. However, for usage in the CAVE, we propose to use the [VirtualAcoustics Plugin](https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unreal-va-plugin). You just have to add a VASource component to your character and specify the audio file, relative to the [VAServer](https://devhub.vr.rwth-aachen.de/VR-Group/vaserver)'s Data folder. For the source to move with the head you need to set the ``Position Setting`` to ``Attached to Bone`` and the Bone name for CC§ character to ``head``
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