Lip-sync and Eye-movement Asset Updated (Release Notes):
Version 1.3 of our automatic lip-synchronization and eye-movement asset, SALSA with RandomEyes, is now available on the Unity Asset Store. This version brings a lot of updates and reworks of the code base. First and foremost, Unity 5 is fully supported in this release! Automatic LookTarget eye-tracking has been re-written to be much more accurate and works in 2D and 3D scenes. The Custom Inspectors have also received quite a bit of lovin' this round, with automatically resizing components and modern, updated blendshape array handlers. Under the hood, both the lip-sync and eye-movement components have expanded API features that allow for easier integration with 3rd-party assets (we are currently working with a couple of publishers for new integration opportunities).
Speaking of 3rd-party integration, our FUSE Character Creator and Autodesk Character Generator workflows are now nearly effortless. The need to work in Blender (or other 3D modeling applications) to tweak blendshapes has been removed. Additionally, no more fussing with proxy objects to make sweet lip-syncing goodness. Simply drop the new sync script on your base model with lip-sync and/or eye-movement components and make a simple connection to the SkinnedMeshRenderers containing the blendshapes.
Any procedural coders in the audience? Lip-sync and eye-movement can now fully be implemented at run-time for procedural placement of model objects. This is also possible with FUSE and Autodesk workflows!
This update brings a lot of exciting changes and as mentioned in a previous post, we really want to thank our beta testers for their invaluable help with bringing this version to the masses! If you're a user of SALSA with RandomEyes and love its approach to simple, automated lip-sync and eye-movement, please rate/review, share, or follow and help us spread the word.
Simple Automated Lip Sync Approximation
~ We look forward to seeing what you create! ~