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Impersonator User Guide
Document Summary: A reference document that details the controls and properties of Impersonator. Good for intermediate and advanced users. Document Changelog: Last updated by Michiel Hendriks, v3323 update. Last updated by Tom Lin (DemiurgeStudios?), for document summary. Original author was John Briggs(ImpersonatorTeam?).The Impersonator Tab
(Pre v3323 the tab was called "LIPSinc") The impersonator tab is where all of the functionality implemented by Impersonator with the Unreal engine is exposed. Attaching a Impersonator controller to a mesh, generating animations, and managing Impersonatorc controllers and animations and their associated properties are all done within the Impersonator tab. For the purposes of this guide, we divide the user interface into four areas: the toolbar, at the top of the tab, the render window, in the center, the animation pane, to the left of the render window, and the properties pane, to the right of the render window.
Animation Pane
The animation pane is where the tools for selecting meshes and playing animations are located.Mesh Selection Controls

Base Animation Selection Controls

Animation List and Playback Controls

Animation List Context Menu

Properties Pane
Animation Properties Tab

bInterruptable
Boolean variable. Note that even if you set bInterruptable
to false, you may still interrupt the animation within the editor.
BlendInTime
time needed to blend into this animation.
BlendOutTime
time needed to blend out of this animation.
The Sound
property allows you to link an animation to a different sound. This is how we did the Dr. Dre demo animation. By analyzing a sound file with no background music, the analysis engine was able to generate very accurate lip-synching, and we linked the resulting animation with the version of the sound with the background music.
Menus and Toolbar
File Menu

- Save Controller serializes the Impersonator controller attached to the current mesh to disk. Impersonator generates the filename automatically, so no Save As dialog is displayed.
View Menu

- Docked toggles whether or not the LIPSinc tab is docked in the UnrealEd browser window.
- Controller Information displays the information dialog for the LIPSinc controller attached to the currently selected mesh.
- Bounds toggles whether or not to draw the bounding volumes around the mesh
- Bones toggles how the render window draws the underlying bone structure for the mesh.
- Bone Names toggles whether or not bone name labels are drawn. Bones in the bone poses for lip-synching are labeled in yellow.
- Influences toggles drawing influence normals on the mesh.
- Wireframe toggles drawing the mesh in wireframe or solid mode.
Tools Menu

- Generate LIPSinc Animation creates a LIPSinc animation from a sound file and adds it to the currently selected mesh's LIPSinc controller.
- Import Bone Poses creates a LIPSinc controller with the poses in the LBP file and attaches it to the currently selected mesh.
Toolbar

Importing Bone Poses
To import bone poses and attach a LIPSinc controller to a mesh, your first step should be to rig a character for lip-synching and export the poses from Max or Maya. For detailed information on how to rig your character for lip-synching, see ImpersonatorHeadRigging. Once you have a bone pose file, select the mesh you wish to attach the controller to, and import the poses. This creates a controller and attaches it to the mesh if and only if each bone referenced in the bone pose file is found in the mesh. Once you have successfully created a LIPSinc controller, you can begin generating LIPSinc animations.Generating Animations
To generate an animation, select a sound file to analyze. Once you select a sound file, the following option dialog will be shown.Generate LIPSinc Animation Option Dialog
