Part 1 Using Oculus lip-sync in Unreal Engine 5.3
In this week’s blog, with the help of one of my group mates Joaquin figured out how to install the plug-in into unreal. We couldn’t figure out exactly why the plug-in would not install but Joaquin saw another OVRlipsync folder. He dropped the folder into Unreal’s plug-in folder. In Unreal the OVRlipsync plug-in should show up in the plug-ins folder called oculus lipsync. Once I found the plug in, I checked on the box and a window popped up to ask to restart the software for the plug-in to show up into unreal to be able to use it. Once that's all done I was able to use the oculus lip sync.
Starting off in the model BP in the component I added a OVRLipsync Playback Actor and audio.
Back to the content drawer in unreal I added a new folder and renamed it audio. In the folder I dragged and dropped a wav audio file. Hovering over the audio and right mouse click, I clicked on Generate LipsyncSequence.
Back to the model BP clicking on the audio tab. On the right side under the sound tab, I added the audio that was in my audio folder. Then clicked on compile and save. It's important to save as the software kept crashing.
Adding the model into the scene. With the model selected on the right side under the detail panel. Clicking on OVR Lip Sync Playback Actor I added the corresponding sequence file.
The next step is to add the blueprints that will activate the lip-sync with the audio.
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