Document.png Please expand this article. You can help by adding more information if you are an editor. More information might be found in a section of the talk page. (March 2018)
An example of what lip sync costumes might look like

Lip Syncing (also known as Lip Synching)[1] is the movement of the mouth of a character to imitate dialogue or audio in speech. It can be used in projects such as animations. Lip syncing can be done by the creator of the project, but there may be Scratchers in the Requests forum willing to help or Scratchers in the Collaboration forum willing to collab.

How to make something Lip Sync in Scratch

The typical way of making something lip sync is to put multiple costumes, each one with one letter, and make them loop, with this simple script:

when gf clicked
repeat (. . .:: grey)
next costume
wait (0.02) seconds
end

This is generally known as "real lip sync" and usually takes time.

Lip syncing can also be done with multiple costumes, often with a costume for each phonetic. The user can then use a custom block to show different costumes corresponding to the letters the player wants it to lip sync. For example, a script like this could be used to ask what to lip sync.

when gf clicked
forever
ask [What would you like me to lip sync?] and wait
lip sync (answer) in ((length of (answer))*(0.1)):: custom stack // Lips syncs the answer at 0.1 secs per letter

define lip sync (words) in (time)
set [letter v] to [0]
repeat (length of (words))
change [letter v] by [1]
switch costume to (letter (letter) of (words))
wait ((length of (words::custom))/(time)) seconds
end

These are generally called "lip sync engines."

Importance

Lip sync is comparatively important to some animators. It gives talking a realistic look and adds detail to animations. If a character is feeling a certain emotion, this can be shown through different mouth movements in addition to motion and voice.

Examples

See Also

References

Cookies help us deliver our services. By using our services, you agree to our use of cookies.