Auto Lip Sync Blender Jun 2026
- load JSON timings - for each phoneme interval: frame_start = int(time_start * FPS) frame_end = int(time_end * FPS) sk = shape_keys[viseme_map[phoneme]] set keyframe sk.value = 1.0 at frame_start set keyframe sk.value = 0.0 at frame_end + small_offset
If your character uses a bone-based face rig, your script will insert location/rotation keyframes on control bones to force the mouth into the desired pose. Step 4: Smooth & Interpolate Keyframes
If you are animating manually or refining auto-sync, don't try to animate every letter. Animate the (visual phonemes). The standard set usually includes: auto lip sync blender
You need mouth shapes that correspond to speech sounds (like 'A', 'E', 'O', 'M/B/P', etc.). Standard Naming:
Shoot yourself acting out the dialogue. Watch how your own mouth moves, how your eyebrows rise and fall, and how your head tilts. Use this reference to guide your animation decisions. - load JSON timings - for each phoneme
Parrot Lipsync requires ffmpeg to be installed on your computer to read and write audio files.
Map your character's shape keys to Rhubarb's viseme letters in the UI panel. The standard set usually includes: You need mouth
Humans open their mouths a frame or two before the sound actually leaves their lips. Shift your baked keyframes 1 to 2 frames early so the visuals lead the audio.
Assumption: you have shape keys for visemes (rest, MBP, FV, U, O, A, E, etc.)