Lip sync
NOTE THAT THIS IS DOCUMENTATION FOR A FEATURE WHICH IS PLANNED FOR MPFB 2.0.15. IT IS NOT AVAILABLE ON THE EXTENSION PLATFORM YET
MPFB supports lip sync animation through integration with the Lip Sync addon from the Blender extension platform. Rather than re-implementing phoneme-to-viseme mapping from scratch, MPFB focuses on providing the facial shape keys that the Lip Sync addon needs, and on automating the configuration that would otherwise have to be done manually.
A “viseme” is a facial shape that represents a specific sound. In MPFB these are stored as shape keys loaded from the visemes02 asset pack,
which uses the 15-shape Meta/ARKit naming convention (e.g. viseme_aa, viseme_CH, viseme_sil).
Prerequisites
Before you can use lip sync in MPFB you need two things installed:
The visemes02 asset pack
The visemes02 asset pack provides the facial shape keys for MPFB characters. Without it the “Load face shape keys” step below will have nothing to load for lip sync purposes.
See the visemes02 asset pack for download link.
The Lip Sync addon
The actual phoneme-to-animation work is handled by the Lip Sync addon, which is a separate free addon available on the Blender extension platform:
Install it the same way as any other Blender extension: open Edit → Preferences → Get Extensions, search for “Lip Sync”, and install it. Make sure it is enabled before continuing.
The Face operations panel
The Face operations panel is found in the N-panel (the side panel that opens with the N key in the 3D viewport). Navigate to the Operations tab and expand the Face operations section. You must have a MPFB character selected for the panel to display its contents.
The panel has two sub-sections:
- Facial shape key packs — for loading shape keys onto the basemesh
- Lip Sync shape keys — for configuring the Lip Sync addon once the shape keys are in place
Step 1: Load the visemes02 shape keys
In the Facial shape key packs sub-section, check the visemes02 checkbox and click “Load face shape keys”.
This loads 15 shape keys onto the basemesh, each representing a different mouth position.
You can also load visemes01 (Microsoft-style) and faceunits01 (ARKit) at the same time if your workflow requires them, though only visemes02 is used for the Lip Sync integration described here.
Step 2: Initialise Lip Sync on the basemesh
Before MPFB can assign the shape keys to the Lip Sync addon, the Lip Sync addon must be initialised on the basemesh object. This is done inside the Lip Sync addon’s own panel, not in MPFB.
With the basemesh selected, open the Lip Sync panel (its location depends on the addon version — refer to the Lip Sync quick-start guide for details) and click its initialise/setup button.
What you want here is the shape key path.
Once initialisation is complete the Lip Sync shape keys sub-section in the MPFB Face operations panel will stop showing the “Initialise Lip Sync on this object first” message and will instead show the assignment button.
Step 3: Assign the shape keys
With visemes02 loaded and Lip Sync initialised, click “Assign Lip Sync shape keys” in the Lip Sync shape keys sub-section.
MPFB will automatically map each of the 15 viseme shape keys to the corresponding slot in the Lip Sync addon. This replaces the manual process of setting each viseme dropdown in the Lip Sync panel individually.
If the operation completes successfully you will see an info message at the bottom of the screen. If any shape keys could not be mapped — for example because a specific shape key was not found on the mesh — a warning will list the missing entries.
Continuing in the Lip Sync addon
After the shape keys are assigned, the Lip Sync addon is ready to drive the character’s mouth from audio or a phoneme track. Refer to the Lip Sync documentation for the next steps.