Posture/LipSync: update default values from production tuning
- HeadAnimationCompensation: 1.0 → 0.9 - EyeAnimationCompensation: 1.0 → 0.6 - BodyDriftCompensation: 0.0 → 0.8 - AmplitudeScale: 0.75 → 1.0 - EnvelopeAttackMs: 15 → 10 (range recentered to 1–50) - EnvelopeReleaseMs: 100 → 50 (range recentered to 10–200) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@ -68,7 +68,7 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ElevenLabs|LipSync",
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meta = (ClampMin = "0.5", ClampMax = "1.0",
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ToolTip = "Audio amplitude scale.\n0.5 = subtle, 0.75 = balanced, 1.0 = full.\nReduces overall mouth movement without affecting viseme shape."))
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float AmplitudeScale = 0.75f;
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float AmplitudeScale = 1.0f;
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/** How quickly viseme weights interpolate towards new values each frame. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ElevenLabs|LipSync",
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@ -95,17 +95,17 @@ public:
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* Controls how fast the mouth opens when speech starts or gets louder.
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* Lower = snappier onset, higher = gentler opening. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ElevenLabs|LipSync",
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meta = (ClampMin = "5.0", ClampMax = "100.0",
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ToolTip = "Envelope attack (ms).\n10 = snappy, 15 = balanced, 30 = gentle.\nHow fast the mouth opens on speech onset."))
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float EnvelopeAttackMs = 15.0f;
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meta = (ClampMin = "1.0", ClampMax = "50.0",
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ToolTip = "Envelope attack (ms).\n5 = snappy, 10 = balanced, 25 = gentle.\nHow fast the mouth opens on speech onset."))
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float EnvelopeAttackMs = 10.0f;
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/** Envelope release time in milliseconds.
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* Controls how slowly the mouth closes when speech gets quieter.
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* Higher = smoother, more natural decay. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ElevenLabs|LipSync",
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meta = (ClampMin = "20.0", ClampMax = "500.0",
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ToolTip = "Envelope release (ms).\n60 = responsive, 100 = balanced, 200 = smooth/cinematic.\nHow slowly the mouth closes between syllables."))
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float EnvelopeReleaseMs = 100.0f;
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meta = (ClampMin = "10.0", ClampMax = "200.0",
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ToolTip = "Envelope release (ms).\n25 = responsive, 50 = balanced, 120 = smooth/cinematic.\nHow slowly the mouth closes between syllables."))
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float EnvelopeReleaseMs = 50.0f;
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// ── Phoneme Pose Map ─────────────────────────────────────────────────────
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@ -142,27 +142,24 @@ public:
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* Default: 1.0 for conversational AI (always look at who you talk to). */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ElevenLabs|Posture",
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meta = (ClampMin = "0", ClampMax = "1"))
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float HeadAnimationCompensation = 1.0f;
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float HeadAnimationCompensation = 0.9f;
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/** How much posture overrides the animation's eye gaze.
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* 1.0 = eyes frozen on posture target, animation's eye movement removed.
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* 0.0 = animation's eyes play through, posture is additive.
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* Intermediate (e.g. 0.5) = smooth 50/50 blend.
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* Default: 1.0 for conversational AI (always look at who you talk to). */
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* Intermediate (e.g. 0.5) = smooth 50/50 blend. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ElevenLabs|Posture",
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meta = (ClampMin = "0", ClampMax = "1"))
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float EyeAnimationCompensation = 1.0f;
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float EyeAnimationCompensation = 0.6f;
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/** Compensate body animation below the neck (spine bending, leaning, etc.).
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* When the torso bends, the head's world orientation shifts. This
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* counter-rotates the posture to keep the head pointing at the target.
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* 1.0 = full compensation — head stays locked on target even during bows.
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* 0.0 = no compensation — head follows body movement (default).
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* Start low (0.3–0.5) and increase as needed; full compensation can
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* look unnatural on large body movements. */
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* 0.0 = no compensation — head follows body movement naturally. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ElevenLabs|Posture",
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meta = (ClampMin = "0", ClampMax = "1"))
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float BodyDriftCompensation = 0.0f;
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float BodyDriftCompensation = 0.8f;
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// ── Debug ────────────────────────────────────────────────────────────────
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