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Features / Lip Sync

Characters That Speak Their Lines

The free engine plugins move a character's mouth from the voice audio of each line. Replace a recording and the mouth follows, with nothing to animate.

A MetaHuman character speaking a dialogue line with lip sync in Unreal Engine
MetaHuman lip sync in the Unreal Engine plugin.

How It Works

From voice audio to a moving mouth

Automatic

No animation to author per line

3 Engines

Unreal Engine, Unity and Godot

MetaHuman

Live or baked, in Unreal Engine

Live Lip Sync

Nothing is prepared per line. The plugin listens to the voice as it plays and blends between mouth shapes in real time.

It suits a script that is still changing. Rewrite a line, drop in a new recording, and the character already speaks it.

  • Follows whoever is speaking
  • Works on replayed lines
  • Adjustable strength and smoothing

Voice audio

Mouth shapes

Rest
Open
Wide
Round

MetaHuman Support

The Unreal Engine plugin has a component made for MetaHumans, with its own mouth poses and settings.

For final lines it can also bake facial animation from the audio with MetaHuman Animator, and it plays the right animation with each voice. The announcement post compares both, with performance numbers.

  • Live while you iterate
  • Baked for the lines that matter
  • Voice and animation matched for you
A MetaHuman face mid-line, driven by the StoryFlow Editor lip sync component

What to Expect

Live lip sync reacts to the sound of the voice, not to recognized words. It needs no transcript, and it does not promise an exact shape for every consonant.

That is enough for most game dialogue. For the close-up that carries a scene, bake the line.

Automatic by Default

What the plugins give you out of the box

Driven by audio

A line is covered as soon as it has a recording. Swap the recording and the mouth updates.

Speaker aware

Each face speaks its own character and stays quiet for everyone else.

Blendshape faces

Morph target and blendshape faces work in all three engines, with a mapping you can edit.

Synty Sidekick

Sidekick characters are supported out of the box in Unreal Engine.

Baked animation

Bake recorded lines with MetaHuman Animator for more detailed articulation.

Tunable

Set strength, sensitivity and smoothing to suit the face and the voice.

Documentation

Setup guides for each engine

Questions

No. Live lip sync is driven by the audio as it plays. Baking is optional, for lines where you want more detail.

Faces with blendshapes or morph targets in Unreal Engine, Unity and Godot, with a mapping you can adjust. Unreal Engine also has a dedicated MetaHuman component.

It follows the sound of the voice, so the mouth is responsive and believable but not exact for every consonant. Bake the line when you need precise articulation on a MetaHuman.

No. Lip sync is part of the free, open-source engine plugins.

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