Better mouth shape descriptions
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@ -45,7 +45,7 @@ This shape is also used as an in-between when animating from {A} or {B} to {D}.
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| Wide open mouth. This mouth shapes is used for vowels like "`AA`" as in f**a**ther, "`AE`" as in b**a**t, and "`AY`" as in wh**y**.
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| Wide open mouth. This mouth shapes is used for vowels like "`AA`" as in f**a**ther, "`AE`" as in b**a**t, and "`AY`" as in wh**y**.
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| {E} | image:img/ken-E.png[]
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| {E} | image:img/ken-E.png[]
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| Slightly rounded mouth. This mouth shape is used for vowels like "`AO`" as in **o**ff, "`UH`" as in sh**ou**ld, and "`OW`" as in sh**o**w.
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| Slightly rounded mouth. This mouth shape is used for vowels like "`AO`" as in **o**ff.
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This shape is also used as an in-between when animating from {C} or {D} to {F}. Make sure the mouth isn't wider open than for {C}. Both {C}{E}{F} and {D}{E}{F} should result in smooth animation.
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This shape is also used as an in-between when animating from {C} or {D} to {F}. Make sure the mouth isn't wider open than for {C}. Both {C}{E}{F} and {D}{E}{F} should result in smooth animation.
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@ -6,15 +6,21 @@
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// For reference, see http://sunewatts.dk/lipsync/lipsync/article_02.php
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// For reference, see http://sunewatts.dk/lipsync/lipsync/article_02.php
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// For visual examples, see https://flic.kr/s/aHsj86KR4J. Their shapes "BMP".."L" map to A..H.
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// For visual examples, see https://flic.kr/s/aHsj86KR4J. Their shapes "BMP".."L" map to A..H.
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enum class Shape {
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enum class Shape {
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A, // Closed mouth (silence, M, B, P)
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// Basic shapes
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B, // Clenched teeth (most vowels, m[e]n)
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C, // Mouth slightly open (b[ir]d, s[ay], w[i]n...)
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A, // Closed mouth (M, B, P)
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D, // Mouth wide open (b[u]t, m[y], sh[ou]ld...)
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B, // Clenched teeth (most consonants, some vowels like EE as in b[ee])
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E, // h[ow]
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C, // Open mouth (vowels like m[e]n, s[u]n, s[a]y)
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F, // Pout ([o]ff, sh[ow])
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D, // Mouth wide open (vowels like f[a]ther, b[a]t, wh[y])
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G, // F, V
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E, // Rounded mouth (vowels like [o]ff)
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H, // L
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F, // Puckered lips (y[ou], b[o]y, [w]ay)
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// Extended shapes
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G, // "F", "V"
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H, // "L"
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X, // Idle
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X, // Idle
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EndSentinel
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EndSentinel
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};
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};
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