Projector ShowBeta

Lip Sync characters

A Lip Sync animation is a 3D character that mouths your audio, changes expression, looks around, dances on the beat and moves across a stage. It is a composition, so it drops onto the timeline like a video: fitted to a wall, wrapped over a window or garage door, or full frame. The background is see-through by default, so the rest of the show keeps playing around it.

The characters

Character Notes
Pumpkin (jack-o'-lantern) Carved brows, a stretching mouth, a flickering candle inside, four carving styles. Turn its body off to project just the glowing face onto a real pumpkin.
Turtle A sea turtle that swims, waves, laughs and blows bubbles. Wears a witch hat for Halloween.
Shark Turtle's friend, with his own moves.
RX-24 Rex A robot.
Snowman Top hat with holly, red scarf and a coal-pebble mouth.
Your own model Upload a rigged GLB, glTF, FBX or zipped model. Models with face bones get jaw and lip movement; the rest of the performance works the same.
The jack-o-lantern character in seven mouth shapes and expressions
The pumpkin’s mouth shapes and expressions.
The snowman in its visemes, expressions and costumes: top hat, beanie, shiver and melt
The snowman: mouth shapes, expressions and costumes.

Costumes (hats, scarves and the like) are per character in the inspector.

Turtle in a witch hat and Shark in a pirate hat, from three angles
Halloween costumes on Turtle and Shark.

Make one

  1. In the Library's Compositions tab press New Lip Sync animation. It opens in its own tab.
  2. Add a character and pick who.
  3. Add audio: a song, your own recording or a voice line you have the rights to use. Projector Show does not make the voice; it animates to the sound you give it. (The Banter wizard is the exception: paste a script, one line per speaker like TURTLE: [happy] Hey dudes!, and each line is voiced, lip-synced and placed after the one before, when a voice provider is configured on your account.)
  4. The mouth shapes (visemes) are set from the audio automatically. Paste the words and Match words lines each one up with the recording.
  5. Add vocal marks for where the singing is, so a long intro or a guitar break keeps the mouth closed. A character can also sing along to the main show's soundtrack at chosen times.
  6. Place moves, expressions and glances on the lanes, then drop the animation on a face of the house.
The character timeline with Audio, Words and Mouth lanes, and vocal marks over the sung sections
Vocal marks over the sung sections of a song, above the Audio, Words and Mouth lanes.

The performance lanes

Each character has its own lanes in the timeline under the preview, all in stage seconds from the animation's start:

Lane Holds
Audio The voice clips.
Words The transcript, one word per key, aligned to the audio.
Mouth Visemes. Add, move or delete keys when a word should land differently.
Expression Happy, scared, angry, sleepy, wink and more, each with a strength.
Action Moves and dance steps: wave, laugh, bubbles, spins, bounces. Pick them from the button board and drag them on the beat.
Eyes Where the character looks, and blinks.
Move A path across the stage, with a keyframed camera.
The action button board over the lanes: look around, glance, swim in a loop, hide in shell, nod, shake, wave, spin, blow bubbles, laugh
The button board: pick an action and it lands on the Actions lane at the playhead.

Up to six characters share one animation and one stage. The performance dock under the preview is where you scrub, pick a lane and edit keys; the Performance settings set the stage, camera (point it straight at the character, or a close-up of the face for a big talking face on a wall), light and background.

A character's capabilities differ: the pumpkin has no legs to dance with, a model without face bones mouths with its jaw. The inspector shows what the chosen character can do, and the AI assistant reads the same list.

On the house

Close the animation's tab (or switch to the main show), find it under Compositions, and drop it on a face, or use Place on → Main stage. The composition's size is the frame the character is drawn in; Fit to a picked face stretches that frame to the face. Letterboxing is kept so a character on a wide garage door is not squashed.

The same characters play on a player box without the designer: the Jukebox has a Turtle card where visitors press buttons (a hello, a move with its sound) and the box animates them live.

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Timeline and media
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Display and Live Mode