Creating Visemes - Om8/UnityAvatar GitHub Wiki

To start editing visemes you will need to have a Face Position List component and a Skinned Mesh Renderer component. This is for deforming the face and saving the positions. The editor window will have to be open to access the saving button. Visemes are mouth shapes, Oculus Lip Sync has 15 visemes.

Creating Visemes

In the editor window, select the viseme that you wish to edit, once you have selected it, the mesh should change to the current saved state of that viseme.
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From here navigate to your selected blend shape mesh that you wish to edit, in our case it is the body object.
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Inside of the body component you can edit these values however best suits the character.
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Faces and Mouths

Above the viseme letter there is a drop down to change from editing mouth shapes to face shapes. The face shapes are the shames of the emotions the avatar will make when a response from the tone analyser comes back. You can then follow the same steps as the visemes, but with each of the emotions.

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Splitting The Face

Under the apply button you have the blend regions, these are different regions of the face that are split up so that you can edit one without the others being effected. For example, setting a mouth position that effects the eyes does not move the eyes in the final composition. (This may be changed in the future with a layering approach instead).
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