Create Avatar.html
Browse files- Avatar.html +203 -0
Avatar.html
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| 1 |
+
<!DOCTYPE html>
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| 2 |
+
<html lang="en">
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| 3 |
+
<head>
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| 4 |
+
<!-- =============================================
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| 5 |
+
Lip‑Sync Avatar
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| 6 |
+
---------------------------------------------
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| 7 |
+
This page display a 3‑D
|
| 8 |
+
character in front of a looping background
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| 9 |
+
texture and drive its mouth‑opening morph
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| 10 |
+
target in real‑time, synchronised with speech
|
| 11 |
+
synthesis.
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| 12 |
+
‑ Technologies used:
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| 13 |
+
• three.js (WebGL) – core 3‑D engine
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| 14 |
+
• GLTFLoader – load the avatar
|
| 15 |
+
• Web Speech API – text‑to‑speech
|
| 16 |
+
• Standard JS / CSS
|
| 17 |
+
|
| 18 |
+
✅ Place the following assets next to this file
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| 19 |
+
├─ avatar.glb ← your character exported from
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| 20 |
+
│ the video, with a morph target
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| 21 |
+
│ named "viseme_aa" (or rename in
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| 22 |
+
│ code below).
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| 23 |
+
└─ bg.jpg ← background image (optional
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| 24 |
+
video texture shown later)
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| 25 |
+
============================================= -->
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| 26 |
+
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| 27 |
+
<meta charset="UTF-8" />
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| 28 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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| 29 |
+
<title>Lip‑Sync Ark Avatar</title>
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| 30 |
+
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| 31 |
+
<!-- Page styling inspired by the glass‑look & gradients
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| 32 |
+
of the uploaded examples → custom properties keep
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| 33 |
+
things tidy. -->
|
| 34 |
+
<style>
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| 35 |
+
:root {
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| 36 |
+
--accent‑1: #6965db; /* primary violet */
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| 37 |
+
--accent‑2: #3a86ff; /* secondary blue */
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| 38 |
+
--bg‑dark : #0f0f1a;
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| 39 |
+
--text‑lite: #e5e5f7;
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| 40 |
+
}
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| 41 |
+
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| 42 |
+
* { box‑sizing: border‑box; margin: 0; padding: 0; }
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| 43 |
+
html,body { height: 100%; overflow: hidden; font‑family: 'Segoe UI', Tahoma, sans‑serif; background: var(--bg‑dark); color: var(--text‑lite); }
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| 44 |
+
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| 45 |
+
/* Three.js full‑screen canvas */
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| 46 |
+
#three‑canvas { position: fixed; inset: 0; z‑index: 1; }
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| 47 |
+
|
| 48 |
+
/* UI overlay */
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| 49 |
+
#ui { position: fixed; left: 0; right: 0; bottom: 2rem; display: flex; justify‑content: center; gap: 1rem; z‑index: 2; }
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| 50 |
+
button {
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| 51 |
+
padding: .8rem 1.6rem; border: none; border‑radius: 40px;
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| 52 |
+
background: linear‑gradient(100deg,var(--accent‑1),var(--accent‑2));
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| 53 |
+
color: #fff; font‑size: 1rem; font‑weight: 600; cursor: pointer;
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| 54 |
+
box‑shadow: 0 4px 15px rgba(0,0,0,.25); transition: transform .2s;
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| 55 |
+
}
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| 56 |
+
button:hover { transform: translateY(-3px); }
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| 57 |
+
</style>
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| 58 |
+
</head>
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| 59 |
+
<body>
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| 60 |
+
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| 61 |
+
<!-- Three.js draws here -->
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| 62 |
+
<canvas id="three‑canvas"></canvas>
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| 63 |
+
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| 64 |
+
<!-- Simple UI -->
|
| 65 |
+
<div id="ui">
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| 66 |
+
<button id="speakBtn">Say it 👉 “Hello I’m your personal assistant”</button>
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| 67 |
+
</div>
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| 68 |
+
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| 69 |
+
<!-- Three.js & loader -->
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| 70 |
+
<script src="https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.min.js"></script>
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| 71 |
+
<script src="https://cdn.jsdelivr.net/npm/three@0.160.0/examples/js/controls/OrbitControls.js"></script>
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| 72 |
+
<script src="https://cdn.jsdelivr.net/npm/three@0.160.0/examples/js/loaders/GLTFLoader.js"></script>
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| 73 |
+
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| 74 |
+
<script>
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| 75 |
+
/* ==========================================================
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| 76 |
+
1. Basic scene set‑up
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| 77 |
+
========================================================== */
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| 78 |
+
const canvas = document.getElementById('three‑canvas');
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| 79 |
+
const renderer = new THREE.WebGLRenderer({ canvas, antialias:true, alpha:true });
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| 80 |
+
renderer.setPixelRatio(Math.min(window.devicePixelRatio,2));
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| 81 |
+
const scene = new THREE.Scene();
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| 82 |
+
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| 83 |
+
// Camera
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| 84 |
+
const camera = new THREE.PerspectiveCamera(35, window.innerWidth/window.innerHeight, 0.1, 100);
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| 85 |
+
camera.position.set(0, 1.55, 3.5);
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| 86 |
+
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| 87 |
+
// Controls (for debugging – remove on prod)
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| 88 |
+
const controls = new THREE.OrbitControls(camera, canvas);
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| 89 |
+
controls.enableDamping = true;
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| 90 |
+
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| 91 |
+
// Resize handling
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| 92 |
+
function onResize(){
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| 93 |
+
camera.aspect = window.innerWidth / window.innerHeight;
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| 94 |
+
camera.updateProjectionMatrix();
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| 95 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
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| 96 |
+
}
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| 97 |
+
window.addEventListener('resize', onResize);
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| 98 |
+
onResize();
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| 99 |
+
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| 100 |
+
/* ==========================================================
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| 101 |
+
2. Background – simple textured quad (static image)
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| 102 |
+
Replace with THREE.VideoTexture for a live video bg.
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| 103 |
+
========================================================== */
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| 104 |
+
const bgTex = new THREE.TextureLoader().load('bg.jpg', tex=>{ tex.encoding = THREE.sRGBEncoding; });
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| 105 |
+
const bgMat = new THREE.MeshBasicMaterial({ map:bgTex });
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| 106 |
+
const bgGeo = new THREE.PlaneGeometry(16, 9);
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| 107 |
+
const bg = new THREE.Mesh(bgGeo, bgMat);
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| 108 |
+
bg.position.z = -5; // push back
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| 109 |
+
bg.scale.set(2,2,1); // cover
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| 110 |
+
scene.add(bg);
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| 111 |
+
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| 112 |
+
/* ==========================================================
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| 113 |
+
3. Avatar loading – expects a morph target named
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| 114 |
+
"viseme_aa" (common for open‑mouth). Adjust index/name
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| 115 |
+
below if different.
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| 116 |
+
========================================================== */
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| 117 |
+
let avatar, mouthIndex = null; // will store index of morph
|
| 118 |
+
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| 119 |
+
const loader = new THREE.GLTFLoader();
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| 120 |
+
loader.load('avatar.glb', gltf=>{
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| 121 |
+
avatar = gltf.scene;
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| 122 |
+
avatar.traverse(obj=>{
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| 123 |
+
if (obj.isMesh && obj.morphTargetDictionary) {
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| 124 |
+
// try to find a suitable mouth‑open morph
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| 125 |
+
const dict = obj.morphTargetDictionary;
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| 126 |
+
const possible = ['viseme_aa','mouthOpen','jawOpen','vrc.v_morph_aa'];
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| 127 |
+
for(const key of possible){ if(key in dict){ mouthIndex = dict[key]; break; } }
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| 128 |
+
if(mouthIndex!==null){ obj.userData.isMouth = true; }
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| 129 |
+
}
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| 130 |
+
});
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| 131 |
+
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| 132 |
+
// Center & scale heuristic – adjust as needed
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| 133 |
+
const box = new THREE.Box3().setFromObject(avatar);
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| 134 |
+
const size = new THREE.Vector3(); box.getSize(size);
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| 135 |
+
avatar.scale.setScalar(1.6/size.y);
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| 136 |
+
box.setFromObject(avatar);
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| 137 |
+
const center = new THREE.Vector3(); box.getCenter(center);
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| 138 |
+
avatar.position.sub(center); avatar.position.y -= box.min.y; // feet to ground
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| 139 |
+
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| 140 |
+
scene.add(avatar);
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| 141 |
+
});
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| 142 |
+
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| 143 |
+
/* ==========================================================
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| 144 |
+
4. Lip‑sync logic (very lightweight)
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| 145 |
+
– Uses SpeechSynthesisUtterance and its onboundary
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| 146 |
+
event (fires at each word).
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| 147 |
+
– At each word start we trigger a quick mouth‑open
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| 148 |
+
impulse, which then eases back to closed inside the
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| 149 |
+
render loop. For higher fidelity, integrate a full
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| 150 |
+
phoneme‑to‑viseme mapper (Google TTS marks, deepspeech
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| 151 |
+
etc.).
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| 152 |
+
========================================================== */
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| 153 |
+
const mouthAnim = {
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| 154 |
+
strength: 0 // 0 = closed, 1 = fully open
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| 155 |
+
};
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| 156 |
+
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| 157 |
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function speak(text){
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| 158 |
+
if(!window.speechSynthesis) return alert('SpeechSynthesis unsupported');
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| 159 |
+
const utter = new SpeechSynthesisUtterance(text);
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| 160 |
+
utter.lang = 'en-US';
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| 161 |
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utter.rate = 1;
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| 162 |
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utter.pitch = 1;
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| 163 |
+
utter.onboundary = ({ name }) => {
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| 164 |
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if(name === 'word') {
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| 165 |
+
// quick open kick
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| 166 |
+
mouthAnim.strength = 1;
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| 167 |
+
}
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| 168 |
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};
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| 169 |
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window.speechSynthesis.speak(utter);
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| 170 |
+
}
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| 171 |
+
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| 172 |
+
// UI button
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| 173 |
+
document.getElementById('speakBtn').addEventListener('click', ()=>{
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| 174 |
+
speak("Hello I'm your personal assistant");
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| 175 |
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});
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| 176 |
+
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| 177 |
+
/* ==========================================================
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| 178 |
+
5. Render loop – drive mouth closing + optional subtle
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| 179 |
+
idle movement.
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| 180 |
+
========================================================== */
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| 181 |
+
const clock = new THREE.Clock();
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| 182 |
+
function tick(){
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| 183 |
+
requestAnimationFrame(tick);
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| 184 |
+
const dt = clock.getDelta();
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| 185 |
+
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| 186 |
+
// Ease mouth strength back to 0
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| 187 |
+
mouthAnim.strength = THREE.MathUtils.damp(mouthAnim.strength, 0, 5, dt);
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| 188 |
+
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| 189 |
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if(avatar && mouthIndex!==null){
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| 190 |
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avatar.traverse(obj=>{
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| 191 |
+
if(obj.userData.isMouth){
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| 192 |
+
obj.morphTargetInfluences[mouthIndex] = mouthAnim.strength;
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| 193 |
+
}
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| 194 |
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});
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| 195 |
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}
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| 196 |
+
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| 197 |
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controls.update();
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| 198 |
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renderer.render(scene, camera);
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| 199 |
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}
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| 200 |
+
tick();
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| 201 |
+
</script>
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| 202 |
+
</body>
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| 203 |
+
</html>
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