Major rewrite of the lip sync system for natural, syllable-level mouth animation using artist-crafted phoneme pose AnimSequences. Pose system: - ElevenLabsLipSyncPoseMap UDataAsset maps OVR visemes to AnimSequences - Curve extraction at BeginPlay from MHF_AA, MHF_PBM, etc. poses - 50+ CTRL_expressions curves per viseme for MetaHuman fidelity - Editor factory for creating PoseMap assets via right-click menu Syllable-core viseme filter: - Only emit vowels (aa, E, ih, oh, ou) and lip-visible consonants (PP=P/B/M, FF=F/V, CH=CH/SH/J) — ~1-2 visemes per syllable - Skip invisible tongue/throat consonants (DD, kk, SS, nn, RR, TH) - Audio amplitude handles pauses naturally (no text-driven sil) - Removes "frantic mouth" look from articulating every phoneme French pronunciation fixes: - Apostrophe handling: d'accord, s'il — char before ' not word-final - E-muet fix for short words: je, de, le (≤2 chars) keep vowel - Double consonant rules: cc, pp, ff, rr, bb, gg, dd Silence detection (pose mode): - Hybrid amplitude: per-window RMS for silence gating (32ms), chunk-level RMS for shape intensity (no jitter on 50+ curves) - Intra-chunk pauses now visible (mouth properly closes during gaps) Pose-mode optimizations: - Skip spectral analysis (text visemes provide shape) - Gentler viseme smoothing (attack ×0.7, release ×0.45) - Skip blendshape double-smoothing (avoids vibration) - Higher viseme weight threshold (0.05 vs 0.001) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Eleven Labs Integration for Unreal Engine 5.5
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