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Talking Head (3D): A JavaScript class for real-time lip-sync using Ready Player Me full-body 3D avatars.

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Talking Head (3D)

Demo Videos

Video Description
Having a good hair day — a follow-up to our previous video about dynamic bones. This time, we're focusing on pivot bones and excluded zones. See Appendix E for more details.
A short intro for the dynamic bones feature 🦴🦴 See Appendix E for more details.
I chat with Jenny and Harri. The close-up view allows you to evaluate the accuracy of lip-sync in both English and Finnish. Using GPT-3.5 and Microsoft text-to-speech.
A short demo of how AI can control the avatar's movements. Using OpenAI's function calling and Google TTS with the TalkingHead's built-in viseme generation.
Michael lip-syncs to two MP3 audio tracks using OpenAI's Whisper and TalkingHead's speakAudio method. He kicks things off with some casual talk, but then goes all out by trying to tackle an old Meat Loaf classic. 🤘 Keep rockin', Michael! 🎤😂
Julia and I showcase some of the features of the TalkingHead class and the test app including the settings, some poses and animations.

All the demo videos are real-time screen captures from a Chrome browser running the TalkingHead test web app without any post-processing.


Use Case Examples

Video/App Use Case
Video conferencing. A video conferencing solution with real-time transcription, contextual AI responses, and voice lip-sync. The app and demo, featuring Olivia, by namnm 👍
Recycling Advisor 3D. Snap a photo and get local recycling advice from a talking avatar. My entry for the Gemini API Developer Competition.
Live Twitch adventure. Evertrail is an infinite, real-time generated world where all of your choices shape the outcome. Video clip and the app by JPhilipp 👏👏
Quantum physics using a blackboard. David introduces us to the CHSH game and explores the mystery of quantum entanglement. For more information about the research project, see CliqueVM.
Interactive Portfolio. Click the image to open the app, where you can interview the virtual persona of its developer, AkshatRastogi-1nC0re 👋

Introduction

Talking Head (3D) is a JavaScript class featuring a 3D avatar that can speak and lip-sync in real-time. The class supports Ready Player Me full-body 3D avatars (GLB), Mixamo animations (FBX), and subtitles. It also knows a set of emojis, which it can convert into facial expressions.

By default, the class uses Google Cloud TTS for text-to-speech and has a built-in lip-sync support for English, Finnish, and Lithuanian (beta). New lip-sync languages can be added by creating new lip-sync language modules. It is also possible to integrate the class with an external TTS service, such as Microsoft Azure Speech SDK or ElevenLabs WebSocket API.

The class uses ThreeJS / WebGL for 3D rendering.


Talking Head class

You can download the TalkingHead modules from releases (without dependencies). Alternatively, you can import all the needed modules from a CDN:

<script type="importmap">
{ "imports":
  {
    "three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js/+esm",
    "three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/",
    "talkinghead": "https://cdn.jsdelivr.net/gh/met4citizen/[email protected]/modules/talkinghead.mjs"
  }
}
</script>

If you want to use the built-in Google TTS and lip-sync using Single Sign-On (SSO) functionality, give the class your TTS proxy endpoint and a function from which to obtain the JSON Web Token needed to use that proxy. Refer to Appendix B for one way to implement JWT SSO.

import { TalkingHead } from "talkinghead";

// Create the talking head avatar
const nodeAvatar = document.getElementById('avatar');
const head = new TalkingHead( nodeAvatar, {
  ttsEndpoint: "/gtts/",
  jwtGet: jwtGet,
  lipsyncModules: ["en", "fi"]
});

Tip

FOR HOBBYISTS: If you're just looking to experiment on your personal laptop without dealing with proxies, JSON Web Tokens, or Single Sign-On, take a look at the minimal code example. Simply download the file, add your Google TTS API key, and you'll have a basic web app template with a talking head.

The following table lists all the available options and their default values:

Option Description
jwsGet Function to get the JSON Web Token (JWT). See Appendix B for more information.
ttsEndpoint Text-to-speech backend/endpoint/proxy implementing the Google Text-to-Speech API.
ttsApikey If you don't want to use a proxy or JWT, you can use Google TTS endpoint directly and provide your API key here. NOTE: I recommend that you don't use this in production and never put your API key in any client-side code.
ttsLang Google text-to-speech language. Default is "fi-FI".
ttsVoice Google text-to-speech voice. Default is "fi-FI-Standard-A".
ttsRate Google text-to-speech rate in the range [0.25, 4.0]. Default is 1.0.
ttsPitch Google text-to-speech pitch in the range [-20.0, 20.0]. Default is 0.
ttsVolume Google text-to-speech volume gain (in dB) in the range [-96.0, 16.0]. Default is 0.
ttsTrimStart Trim the viseme sequence start relative to the beginning of the audio (shift in milliseconds). Default is 0.
ttsTrimEnd Trim the viseme sequence end relative to the end of the audio (shift in milliseconds). Default is 300.
mixerGainSpeech The amount of gain for speech. See Web Audio API / GainNode for more information. Default value is null (system default) [≥v1.3].
mixerGainBackground The amount of gain for background audio. See Web Audio API / GainNode for more information. Default value is null (system default) [≥v1.3].
lipsyncModules Lip-sync modules to load dynamically at start-up. Limiting the number of language modules improves the loading time and memory usage. Default is ["en", "fi", "lt"]. [≥v1.2]
lipsyncLang Lip-sync language. Default is "fi".
pcmSampleRate PCM (signed 16bit little endian) sample rate used in speakAudio in Hz. Default is 22050.
modelRoot The root name of the armature. Default is Armature.
modelPixelRatio Sets the device's pixel ratio. Default is 1.
modelFPS Frames per second. Note that actual frame rate will be a bit lower than the set value. Default is 30.
modelMovementFactor A factor in the range [0,1] limiting the avatar's upper body movement when standing. Default is 1. [≥v1.2]
cameraView Initial view. Supported views are "full", "mid", "upper" and "head". Default is "full".
cameraDistance Camera distance offset for initial view in meters. Default is 0.
cameraX Camera position offset in X direction in meters. Default is 0.
cameraY Camera position offset in Y direction in meters. Default is 0.
cameraRotateX Camera rotation offset in X direction in radians. Default is 0.
cameraRotateY Camera rotation offset in Y direction in radians. Default is 0.
cameraRotateEnable If true, the user is allowed to rotate the 3D model. Default is true.
cameraPanEnable If true, the user is allowed to pan the 3D model. Default is false.
cameraZoomEnable If true, the user is allowed to zoom the 3D model. Default is false.
lightAmbientColor Ambient light color. The value can be a hexadecimal color or CSS-style string. Default is 0xffffff.
lightAmbientIntensity Ambient light intensity. Default is 2.
lightDirectColor Direction light color. The value can be a hexadecimal color or CSS-style string. Default is 0x8888aa.
lightDirectIntensity Direction light intensity. Default is 30.
lightDirectPhi Direction light phi angle. Default is 0.1.
lightDirectTheta Direction light theta angle. Default is 2.
lightSpotColor Spot light color. The value can be a hexadecimal color or CSS-style string. Default is 0x3388ff.
lightSpotIntensity Spot light intensity. Default is 0.
lightSpotPhi Spot light phi angle. Default is 0.1.
lightSpotTheta Spot light theta angle. Default is 4.
lightSpotDispersion Spot light dispersion. Default is 1.
avatarMood The mood of the avatar. Supported moods: "neutral", "happy", "angry", "sad", "fear", "disgust", "love", "sleep". Default is "neutral".
avatarMute Mute the avatar. This can be helpful option if you want to output subtitles without audio and lip-sync. Default is false.
avatarIdleEyeContact The average proportion of eye contact while idle in the range [0,1]. Default is 0.2. [≥v1.3]
avatarIdleHeadMove The average proportion of head movement while idle in the range [0,1]. Default is 0.5. [≥v1.3]
avatarSpeakingEyeContact The average proportion of eye contact while speaking in the range [0,1]. Default is 0.5. [≥v1.3]
avatarSpeakingHeadMove The average proportion of head movement while speaking in the range [0,1]. Default is 0.5. [≥v1.3]
avatarIgnoreCamera If set to true, makes the avatar to ignore the camera and speak to whatever it is facing. Default is false. [≥v1.3]
listeningSilenceThresholdLevel Silence detection threshold in the range of [0,100]. If the volume stays below the level for the set duration, a "stop" event is triggered. Default is 40. [≥v1.3]
listeningSilenceThresholdMs Silence detection duration in milliseconds. If the volume stays below the level for the set duration, a "stop" event is triggered. Default is 2000. [≥v1.3]
listeningSilenceDurationMax Maximum silence in milliseconds before "maxsilence" event is triggered. Default is 10000. [≥v1.3]
listeningActiveThresholdLevel Activity detection threshold in the range of [0,100]. If the volume stays above the set level for the set duration, a "start" event is triggered. Default is 90. [≥v1.3]
listeningActiveThresholdMs Activity detection duration in milliseconds. If the volume stays above the set level for the set duration, a "start" event is triggered. Default is 400. [≥v1.3]
listeningActiveDurationMax Maximum activity in milliseconds before "maxactive" event is triggered. Default is 240000. [≥v1.3]
statsNode Parent DOM element for the three.js stats display. If null, don't use. Default is null.
statsStyle CSS style for the stats element. If null, use the three.js default style. Default is null.

Once the instance has been created, you can load and display your avatar. Refer to Appendix A for how to make your avatar:

// Load and show the avatar
try {
  await head.showAvatar( {
    url: './avatars/brunette.glb',
    body: 'F',
    avatarMood: 'neutral',
    ttsLang: "en-GB",
    ttsVoice: "en-GB-Standard-A",
    lipsyncLang: 'en'
  });
} catch (error) {
  console.log(error);
}

An example of how to make the avatar speak the text on input text when the button speak is clicked:

// Speak 'text' when the button 'speak' is clicked
const nodeSpeak = document.getElementById('speak');
nodeSpeak.addEventListener('click', function () {
  try {
    const text = document.getElementById('text').value;
    if ( text ) {
      head.speakText( text );
    }
  } catch (error) {
    console.log(error);
  }
});

The following table lists some of the key methods. See the source code for the rest:

Method Description
showAvatar(avatar, [onprogress=null]) Load and show the specified avatar. The avatar object must include the url for GLB file. Optional properties are body for either male M or female F body form, lipsyncLang, lipsyncHeadMovement, baseline object for blend shape baseline, modelDynamicBones for dynamic bones (see Appendix E), ttsLang, ttsVoice, ttsRate, ttsPitch, ttsVolume, avatarMood, avatarMute, avatarIdleEyeContact, avatarSpeakingEyeContact, avatarListeningEyeContact, and avatarIgnoreCamera.
setView(view, [opt]) Set view. Supported views are "full", "mid", "upper" and "head". The opt object can be used to set cameraDistance, cameraX, cameraY, cameraRotateX, cameraRotateY.
setLighting(opt) Change lighting settings. The opt object can be used to set lightAmbientColor, lightAmbientIntensity, lightDirectColor, lightDirectIntensity, lightDirectPhi, lightDirectTheta, lightSpotColor, lightSpotIntensity, lightSpotPhi, lightSpotTheta, lightSpotDispersion.
speakText(text, [opt={}], [onsubtitles=null], [excludes=[]]) Add the text string to the speech queue. The text can contain face emojis. Options opt can be used to set text-specific lipsyncLang, ttsLang, ttsVoice, ttsRate, ttsPitch, ttsVolume, avatarMood, avatarMute. Optional callback function onsubtitles is called whenever a new subtitle is to be written with the parameter of the added string. The optional excludes is an array of [start,end] indices to be excluded from audio but to be included in the subtitles.
speakAudio(audio, [opt={}], [onsubtitles=null]) Add a new audio object to the speech queue. In audio object, property audio is either AudioBuffer or an array of PCM 16bit LE audio chunks. Property words is an array of words, wtimes is an array of corresponding starting times in milliseconds, and wdurations an array of durations in milliseconds. If the Oculus viseme IDs are know, they can be given in optional visemes, vtimes and vdurations arrays. The object also supports optional timed callbacks using markers and mtimes. The opt object can be used to set text-specific lipsyncLang.
speakEmoji(e) Add an emoji e to the speech queue.
speakBreak(t) Add a break of t milliseconds to the speech queue.
speakMarker(onmarker) Add a marker to the speech queue. The callback function onmarker is called when the queue processes the marker.
lookAt(x,y,t) Make the avatar's head turn to look at the screen position (x,y) for t milliseconds.
lookAhead(t) Make avatar look ahead for t milliseconds.
lookAtCamera(t) Make the avatar's head turn to look at the camera for t milliseconds. If avatarIgnoreCamera is set to true, looks ahead for t milliseconds.
makeEyeContact(t) Make the avatar maintain eye contact with the person in front of it for (at least) t milliseconds [≥v1.3]
setMood(mood) Set avatar mood.
playBackgroundAudio(url) Play background audio such as ambient sounds/music in a loop.
stopBackgroundAudio() Stop playing the background audio.
setMixerGain(speech, [background=null], [fadeSecs=0]) The amount of gain for speech and background audio (see Web Audio API / GainNode for more information). Value null means no change. Optional fadeSecs parameter sets exponential fade in/out time in seconds.
playAnimation(url, [onprogress=null], [dur=10], [ndx=0], [scale=0.01]) Play Mixamo animation file for dur seconds, but full rounds and at least once. If the FBX file includes several animations, the parameter ndx specifies the index. Since Mixamo rigs have a scale 100 and RPM a scale 1, the scale factor can be used to scale the positions.
stopAnimation() Stop the current animation started by playAnimation.
playPose(url, [onprogress=null], [dur=5], [ndx=0], [scale=0.01]) Play the initial pose of a Mixamo animation file for dur seconds. If the FBX file includes several animations, the parameter ndx specifies the index. Since Mixamo rigs have a scale 100 and RPM a scale 1, the scale factor can be used to scale the positions.
stopPose() Stop the current pose started by playPose.
playGesture(name, [dur=3], [mirror=false], [ms=1000]) Play a named hand gesture and/or animated emoji for dur seconds with the ms transition time. The available hand gestures are handup, index, ok, thumbup, thumbdown, side, shrug. By default, hand gestures are done with the left hand. If you want the right handed version, set mirror to true. You can also use playGesture to play emojis. See Appendix D for more details. [≥v1.2]
stopGesture([ms=1000]) Stop the gesture with ms transition time. [≥v1.2]
startListening(analyzer, [opt={}], [onchange=null]) Start listening analyzer AudioNode. The opt object can be used to set options listeningSilenceThresholdLevel, listeningSilenceThresholdMs, listeningSilenceDurationMax, listeningActiveThresholdLevel, listeningActiveThresholdMs, listeningActiveDurationMax. The callback function onchange is called, when the state changes with one the following parameter: start, stop, maxsilence, maxactive. [≥v1.3]
stopListening Stop listening the incoming audio. [≥v1.3]
start Start/re-start the Talking Head animation loop.
stop Stop the Talking Head animation loop.

The class has been tested on the latest Chrome, Firefox, Safari, and Edge desktop browsers, as well as on iPad.


The index.html Test App

NOTE: The index.html app was created for testing and developing the TalkingHead class. It includes various integrations with several paid services. If you only want to use the TalkingHead class in your own app, there is no need to install and configure the index.html app.

The web app index.html shows how to integrate and use the class with ElevenLabs WebSocket API, Microsoft Azure Speech SDK, OpenAI API and Gemini Pro API.

You can preview the app's UI here. Please note that since the API proxies for the text-to-speech and AI services are missing, the avatar does not speak or lip-sync, and you can't chat with it.

If you want to configure and use the app index.html, do the following:

  1. Copy the whole project to your own server.

  2. Create the needed API proxies as described in Appendix B and check/update your endpoint/proxy configuration in index.html:

// API endpoints/proxys
const jwtEndpoint = "/app/jwt/get"; // Get JSON Web Token for Single Sign-On
const openaiChatCompletionsProxy = "/openai/v1/chat/completions";
const openaiModerationsProxy = "/openai/v1/moderations";
const openaiAudioTranscriptionsProxy = "/openai/v1/audio/transcriptions";
const vertexaiChatCompletionsProxy = "/vertexai/";
const googleTTSProxy = "/gtts/";
const elevenTTSProxy = [
  "wss://" + window.location.host + "/elevenlabs/",
  "/v1/text-to-speech/",
  "/stream-input?model_id=eleven_multilingual_v2&output_format=pcm_22050"
];
const microsoftTTSProxy = [
  "wss://" + window.location.host + "/mstts/",
  "/cognitiveservices/websocket/v1"
];
  1. The test app's UI supports both Finnish and English. If you want to add another language, you need to add an another entry to the i18n object.

  2. Add you own background images, videos, audio files, avatars etc. in the directory structure and update your site configuration siteconfig.js accordingly. The keys are in English, but the entries can include translations to other languages.

Licenses, attributions and notes related to the index.html web app assets:

  • The app uses Marked Markdown parser and DOMPurify XSS sanitizer.
  • Fira Sans Condensed and Fira Sans Extra Condensed fonts are licensed under the SIL Open Font License, version 1.1, available with a FAQ at http://scripts.sil.org/OFL. Digitized data copyright (c) 2012-2015, The Mozilla Foundation and Telefonica S.A.
  • SVG icons from css.gg, MIT License (versions prior to license update).
  • Example avatar "brunette.glb" was created at Ready Player Me. The avatar is free to all developers for non-commercial use under the CC BY-NC 4.0 DEED. If you want to integrate Ready Player Me avatars into a commercial app or game, you must sign up as a Ready Player Me developer.
  • Example animation walking.fbx and the pose dance.fbx are from Mixamo, a subsidiary of Adobe Inc. Mixamo service is free and its animations/poses (>2000) can be used royalty free for personal, commercial, and non-profit projects. Raw animation files can't be distributed outside the project team and can't be used to train ML models.
  • Background view examples are from Virtual Backgrounds
  • Impulse response (IR) files for reverb effects:
    • ir-room: OpenAir, Public Domain Creative Commons license
    • ir-basement: OpenAir, Public Domain Creative Commons license
    • ir-forest (Abies Grandis Forest, Wheldrake Wood): OpenAir, Creative Commons Attribution 4.0 International License
    • ir-church (St. Andrews Church): OpenAir, Share Alike Creative Commons 3.0
  • Ambient sounds/music attributions:

NOTE: None of the assets described above are used or distributed as part of the TalkingHead class releases. If you wish to use them in your own application, please refer to the exact terms of use provided by the copyright holders.


FAQ

Why not use the free Web Speech API?

The free Web Speech API can't provide word-to-audio timestamps, which are essential for accurate lip-sync. As far as I know, there is no way even to get Web Speech API speech synthesis as an audio file or determine its duration in advance. At some point I tried to use the Web Speech API events for syncronization, but the results were not good.

What paid text-to-speech service should I use?

It depends on your use case and budget. If the built-in lip-sync support is sufficient for your needs, I would recommend Google TTS, because it gives you up to 4 million characters for free each month. If your app needs to support multiple languages, I would consider Microsoft Speech SDK.

I would like to have lip-sync support for language X.

You have two options. First, you can implement a word-to-viseme class similar to those that currently exist for English and Finnish. See Appendix C for detailed instructions. Alternatively, you can check if Microsoft Azure TTS can provide visemes for your language and use Microsoft Speech SDK integration (speakAudio) instead of Google TTS and the built-in lip-sync (speakText).

Can I use a custom 3D model?

The class supports full-body Ready Player Me avatars. You can also make your own custom model, but it needs to have a RPM compatible rig/bone structure and all their blend shapes. Please refer to Appendix A and readyplayer.me documentation for more details.

Any future plans for the project?

This is just a small side-project for me, so I don't have any big plans for it. That said, there are several companies that are currently developing text-to-3D-avatar and text-to-3D-animation features. If and when they get released as APIs, I will probably take a look at them and see if they can be used/integrated in some way to the project.


References

[1] Finnish pronunciation, Wiktionary

[2] Elovitz, H. S., Johnson, R. W., McHugh, A., Shore, J. E., Automatic Translation of English Text to Phonetics by Means of Letter-to-Sound Rules (NRL Report 7948). Naval Research Laboratory (NRL). Washington, D. C., 1976. https://apps.dtic.mil/sti/pdfs/ADA021929.pdf


Appendix A: Create Your Own 3D Avatar

FOR HOBBYISTS:

  1. Create your own full-body avatar free at https://readyplayer.me

  2. Copy the given URL and add the following URL parameters in order to include all the needed morph targets:
    morphTargets=ARKit,Oculus+Visemes,mouthOpen,mouthSmile,eyesClosed,eyesLookUp,eyesLookDown&textureSizeLimit=1024&textureFormat=png

    Your final URL should look something like this:
    https://models.readyplayer.me/64bfa15f0e72c63d7c3934a6.glb?morphTargets=ARKit,Oculus+Visemes,mouthOpen,mouthSmile,eyesClosed,eyesLookUp,eyesLookDown&textureSizeLimit=1024&textureFormat=png

  3. Use the URL to download the GLB file to your own web server.

FOR 3D MODELERS:

You can create and use your own 3D full-body model, but it has to be Ready Player Me compatible. Their rig has a Mixamo-compatible bone structure described here:

https://docs.readyplayer.me/ready-player-me/api-reference/avatars/full-body-avatars

For lip-sync and facial expressions, you also need to have ARKit and Oculus compatible blend shapes, and a few additional ones, all listed in the following two pages:

https://docs.readyplayer.me/ready-player-me/api-reference/avatars/morph-targets/apple-arkit https://docs.readyplayer.me/ready-player-me/api-reference/avatars/morph-targets/oculus-ovr-libsync

The TalkingHead class supports both separated mesh and texture atlasing.

Here are some Blender Python scripts that could be useful in converting custom models:

Script Description
rename-mixamo-bones.py  If your model doesn't have a compatible rig, you can auto-rig your model easily at Mixamo and use this Blender script to rename the Mixamo bones.
rename-rocketbox-shapekeys.py  Rename Microsoft Rocketbox model shape keys.
rename-avatarsdk-shapekeys.py  Rename Avatar SDK MetaPerson model shape keys.
build-extras-from-arkit.py  Build RPM extras (mouthOpen, mouthSmile, eyesClosed, eyesLookUp, eyesLookDown) from ARKit blendshapes.
build-visemes-from-arkit.py  Build Oculus visemes from ARKit blendshapes. As models are all different, you should fine-tune the script for best result. EXPERIMENTAL

Appendix B: Create API Proxies with JSON Web Token (JWT) Single Sign-On (SSO)

  1. Make a CGI script that generates a new JSON Web Token with an expiration time (exp). See jwt.io for more information about JWT and libraries that best fit your needs and architecture. In my own test setup, I return the generated JWT as JSON.
{ "jwt": "eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJzdWIiOiIxMjM0NTY3ODkwIiwibmFtZSI6IkpvaG4gRG9lIiwiaWF0IjoxNTE2MjM5MDIyfQ.SflKxwRJSMeKKF2QT4fwpMeJf36POk6yJV_adQssw5c" }
  1. Protect your CGI script with some authentication scheme. Below is an example Apache 2.4 directory config that uses Basic authentication (remember to always use HTTPS/SSL!). Put your CGI script get in the jwt directory.
# Restricted applications
<Directory "/var/www/app">
  AuthType Basic
  AuthName "Restricted apps"
  AuthUserFile /etc/httpd/.htpasswd
  Require valid-user
</Directory>

# JSON Web Token
<Directory "/var/www/app/jwt" >
  Options ExecCGI
  SetEnv REMOTE_USER %{REMOTE_USER}
  SetHandler cgi-script
</Directory>
  1. Make an External Rewriting Program script that verifies JSON Web Tokens. The script should return OK if the given token is not expired and its signature is valid. Start the script in Apache 2.4 config. User's don't use the verifier script directly, so put it in some internal directory, not under document root.
# JSON Web Token verifier
RewriteEngine On
RewriteMap jwtverify "prg:/etc/httpd/jwtverify" apache:apache
  1. Make a proxy configuration for each service you want to use. Add the required API keys and protect the proxies with the JWT token verifier. Below are some example configs for Apache 2.4 web server. Note that when opening a WebSocket connection (ElevenLabs, Azure) you can't add authentication headers in browser JavaScript. This problem is solved here by including the JWT token as a part of the request URL. The downside is that the token might end up in server log files. This is typically not a problem as long as you are controlling the proxy server, you are using HTTPS/SSL, and the token has an expiration time.
# OpenAI API
<Location /openai/>
  RewriteCond ${jwtverify:%{http:Authorization}} !=OK
  RewriteRule .+ - [F]
  ProxyPass https://api.openai.com/
  ProxyPassReverse  https://api.openai.com/
  ProxyPassReverseCookiePath "/"  "/openai/"
  ProxyPassReverseCookieDomain ".api.openai.com" ".<insert-your-proxy-domain-here>"
  RequestHeader set Authorization "Bearer <insert-your-openai-api-key-here>"
</Location>

# Google TTS API
<Location /gtts/>
  RewriteCond ${jwtverify:%{http:Authorization}} !=OK
  RewriteRule .+ - [F]
  ProxyPass https://eu-texttospeech.googleapis.com/v1beta1/text:synthesize?key=<insert-your-api-key-here> nocanon
  RequestHeader unset Authorization
</Location>

# Microsoft Azure TTS WebSocket API (Speech SDK)
<LocationMatch /mstts/(?<jwt>[^/]+)/>
  RewriteCond ${jwtverify:%{env:MATCH_JWT}} !=OK
  RewriteRule .+ - [F]
  RewriteCond %{HTTP:Connection} Upgrade [NC]
  RewriteCond %{HTTP:Upgrade} websocket [NC]
  RewriteRule /mstts/[^/]+/(.+) "wss://<insert-your-region-here>.tts.speech.microsoft.com/$1" [P]
  RequestHeader set "Ocp-Apim-Subscription-Key" <insert-your-subscription-key-here>
</LocationMatch>

# ElevenLabs Text-to-speech WebSocket API
<LocationMatch /elevenlabs/(?<jwt>[^/]+)/>
  RewriteCond ${jwtverify:%{env:MATCH_JWT}} !=OK
  RewriteRule .+ - [F]
  RewriteCond %{HTTP:Connection} Upgrade [NC]
  RewriteCond %{HTTP:Upgrade} websocket [NC]
  RewriteRule /elevenlabs/[^/]+/(.+) "wss://api.elevenlabs.io/$1" [P]
  RequestHeader set "xi-api-key" "<add-your-elevenlabs-api-key-here>"
</LocationMatch>

Appendix C: Create A New Lip-sync Module

The steps that are common to all new languages:

  • Create a new file named lipsync-xx.mjs where xx is your language code, and place the file in the ./modules/ directory. The language module should have a class named LipsyncXx where Xx is the language code. The naming in important, because the modules are loaded dynamically based on their names.
  • The class should have (at least) the following two methods: preProcessText and wordsToVisemes. These are the methods used in the TalkingHead class.
  • The purpose of the preProcessText method is to preprocess the given text by converting symbols to words, numbers to words, and filtering out characters that should be left unspoken (if any), etc. This is often needed to prevent ambiguities between TTS and lip-sync engines. This method takes a string as a parameter and returns the preprocessed string.
  • The purpose of the wordsToVisemes method is to convert the given text into visemes and timestamps. The method takes a string as a parameter and returns a lip-sync object. The lipsync object has three required properties: visemes, timesand durations.
    • Property visemes is an array of Oculus OVR viseme codes. Each viseme is one of the strings: 'aa', 'E', 'I', 'O', 'U', 'PP', 'SS', 'TH', 'CH', 'FF', 'kk', 'nn', 'RR', 'DD', 'sil'. See the reference images here: https://developer.oculus.com/documentation/unity/audio-ovrlipsync-viseme-reference/
    • Property times is an array of starting times, one entry for each viseme in visemes. Starting times are to be given in relative units. They will be scaled later on based on the word timestamps that we get from the TTS engine.
    • Property durations is an array of relative durations, one entry for each viseme in visemes. Durations are to be given in relative units. They will be scaled later on based on the word timestamps that we get from the TTS engine.

The difficult part is to actually make the conversion from words to visemes. What is the best approach depends on the language. Here are some typical approaches to consider (not a comprehensive list):

  • Direct mapping from graphemes to phonemes to visemes. This works well for languages that have a consistent one-to-one mapping between individual letters and phonemes. This was used as the approach for the Finnish language (lipsync-fi.mjs) giving >99.9% lip-sync accuracy compared to the Finnish phoneme dictionary. Implementation size was ~4k. Unfortunately not all languages are phonetically orthographic languages.
  • Rule-based mapping. This was used as the approach for the English language (lipsync-en.mjs) giving around 80% lip-sync accuracy compared to the English phoneme dictionary. However, since the rules cover the most common words, the effective accuracy is higher. Implementation size ~12k.
  • Dictionary based approach. If neither of the previous approaches work for your language, make a search from some open source phoneme dictionary. Note that you still need some backup algorithm for those words that are not in the dictionary. The problem with phoneme dictionaries is their size. For example, the CMU phoneme dictionary for English is ~5M.
  • Neural-net approach based on transformer models. Typically this should be done on server-side as the model size can be >50M.

TalkingHead is supposed to be a real-time class, so latency is always something to consider. It is often better to be small and fast than to aim for 100% accuracy.


Appendix D: Adding Custom Poses, Moods, Gestures, and Emojis (ADVANCED)

In the TalkingHead class, the avatar's movements are based on four data structures: head.poseTemplates, head.animMoods, head.gestureTemplates, and head.animEmojis. By using these objects, you can give your avatar its own personal body language.

In head.poseTemplates the hip position is defined as an {x, y, z} coordinate in meters, and bone rotations as Euler XYZ rotations in radians. In each pose, the avatar should have its weight on the left leg, if any, as the class automatically mirrors it for the right side. Setting the boolean properties standing, sitting, bend, kneeling, and lying helps the class make the transitions between different poses in proper steps.

head.poseTemplates["custom-pose-1"] = {
  standing: true, sitting: false, bend: false, kneeling: false, lying: false,
  props: {
    'Hips.position':{x:0, y:0.989, z:0.001}, 'Hips.rotation':{x:0.047, y:0.007, z:-0.007}, 'Spine.rotation':{x:-0.143, y:-0.007, z:0.005}, 'Spine1.rotation':{x:-0.043, y:-0.014, z:0.012}, 'Spine2.rotation':{x:0.072, y:-0.013, z:0.013}, 'Neck.rotation':{x:0.048, y:-0.003, z:0.012}, 'Head.rotation':{x:0.05, y:-0.02, z:-0.017}, 'LeftShoulder.rotation':{x:1.62, y:-0.166, z:-1.605}, 'LeftArm.rotation':{x:1.275, y:0.544, z:-0.092}, 'LeftForeArm.rotation':{x:0, y:0, z:0.302}, 'LeftHand.rotation':{x:-0.225, y:-0.154, z:0.11}, 'LeftHandThumb1.rotation':{x:0.435, y:-0.044, z:0.457}, 'LeftHandThumb2.rotation':{x:-0.028, y:0.002, z:-0.246}, 'LeftHandThumb3.rotation':{x:-0.236, y:-0.025, z:0.113}, 'LeftHandIndex1.rotation':{x:0.218, y:0.008, z:-0.081}, 'LeftHandIndex2.rotation':{x:0.165, y:-0.001, z:-0.017}, 'LeftHandIndex3.rotation':{x:0.165, y:-0.001, z:-0.017}, 'LeftHandMiddle1.rotation':{x:0.235, y:-0.011, z:-0.065}, 'LeftHandMiddle2.rotation':{x:0.182, y:-0.002, z:-0.019}, 'LeftHandMiddle3.rotation':{x:0.182, y:-0.002, z:-0.019}, 'LeftHandRing1.rotation':{x:0.316, y:-0.017, z:0.008}, 'LeftHandRing2.rotation':{x:0.253, y:-0.003, z:-0.026}, 'LeftHandRing3.rotation':{x:0.255, y:-0.003, z:-0.026}, 'LeftHandPinky1.rotation':{x:0.336, y:-0.062, z:0.088}, 'LeftHandPinky2.rotation':{x:0.276, y:-0.004, z:-0.028}, 'LeftHandPinky3.rotation':{x:0.276, y:-0.004, z:-0.028}, 'RightShoulder.rotation':{x:1.615, y:0.064, z:1.53}, 'RightArm.rotation':{x:1.313, y:-0.424, z:0.131}, 'RightForeArm.rotation':{x:0, y:0, z:-0.317}, 'RightHand.rotation':{x:-0.158, y:-0.639, z:-0.196}, 'RightHandThumb1.rotation':{x:0.44, y:0.048, z:-0.549}, 'RightHandThumb2.rotation':{x:-0.056, y:-0.008, z:0.274}, 'RightHandThumb3.rotation':{x:-0.258, y:0.031, z:-0.095}, 'RightHandIndex1.rotation':{x:0.169, y:-0.011, z:0.105}, 'RightHandIndex2.rotation':{x:0.134, y:0.001, z:0.011}, 'RightHandIndex3.rotation':{x:0.134, y:0.001, z:0.011}, 'RightHandMiddle1.rotation':{x:0.288, y:0.014, z:0.092}, 'RightHandMiddle2.rotation':{x:0.248, y:0.003, z:0.02}, 'RightHandMiddle3.rotation':{x:0.249, y:0.003, z:0.02}, 'RightHandRing1.rotation':{x:0.369, y:0.019, z:0.006}, 'RightHandRing2.rotation':{x:0.321, y:0.004, z:0.026}, 'RightHandRing3.rotation':{x:0.323, y:0.004, z:0.026}, 'RightHandPinky1.rotation':{x:0.468, y:0.085, z:-0.03}, 'RightHandPinky2.rotation':{x:0.427, y:0.007, z:0.034}, 'RightHandPinky3.rotation':{x:0.142, y:0.001, z:0.012}, 'LeftUpLeg.rotation':{x:-0.077, y:-0.058, z:3.126}, 'LeftLeg.rotation':{x:-0.252, y:0.001, z:-0.018}, 'LeftFoot.rotation':{x:1.315, y:-0.064, z:0.315}, 'LeftToeBase.rotation':{x:0.577, y:-0.07, z:-0.009}, 'RightUpLeg.rotation':{x:-0.083, y:-0.032, z:3.124}, 'RightLeg.rotation':{x:-0.272, y:-0.003, z:0.021}, 'RightFoot.rotation':{x:1.342, y:0.076, z:-0.222}, 'RightToeBase.rotation':{x:0.44, y:0.069, z:0.016}
  }
};
head.playPose("custom-pose-1");

In head.animMoods the syntax is more complex, so I suggest that you take a look at the existing moods. In anims, each leaf object is an animation loop template. Whenever a loop starts, the class iterates through the nested hierarchy of objects by following keys that match the current state (idle, talking), body form (M, F), current view (full, upper, mid, head), and/or probabilities (alt + p). The next animation will be created internally by using the animFactory method. The property delay (ms) determines how long that pose is held, dt defines durations (ms) for each part in the sequence, and vs defines the shapekeys and their target values for each part.

head.animMoods["custom-mood-1"] = {
  baseline: { eyesLookDown: 0.1 },
  speech: { deltaRate: 0, deltaPitch: 0, deltaVolume: 0 },
  anims: [
    { name: 'breathing', delay: 1500, dt: [ 1200,500,1000 ], vs: { chestInhale: [0.5,0.5,0] } },
    { name: 'pose', alt: [
      { p: 0.2, delay: [5000,20000], vs: { pose: ['side'] } },
      { p: 0.2, delay: [5000,20000], vs: { pose: ['hip'] },
        'M': { delay: [5000,20000], vs: { pose: ['wide'] } }
      },
      { delay: [5000,20000], vs: { pose: ['custom-pose-1'] } }
    ]},
    { name: 'head',
      idle: { delay: [0,1000], dt: [ [200,5000] ], vs: { headRotateX: [[-0.04,0.10]], headRotateY: [[-0.3,0.3]], headRotateZ: [[-0.08,0.08]] } },
      talking: { dt: [ [0,1000,0] ], vs: { headRotateX: [[-0.05,0.15,1,2]], headRotateY: [[-0.1,0.1]], headRotateZ: [[-0.1,0.1]] } }
    },
    { name: 'eyes', delay: [200,5000], dt: [ [100,500],[100,5000,2] ], vs: { eyesRotateY: [[-0.6,0.6]], eyesRotateX: [[-0.2,0.6]] } },
    { name: 'blink', delay: [1000,8000,1,2], dt: [50,[100,300],100], vs: { eyeBlinkLeft: [1,1,0], eyeBlinkRight: [1,1,0] } },
    { name: 'mouth', delay: [1000,5000], dt: [ [100,500],[100,5000,2] ], vs : { mouthRollLower: [[0,0.3,2]], mouthRollUpper: [[0,0.3,2]], mouthStretchLeft: [[0,0.3]], mouthStretchRight: [[0,0.3]], mouthPucker: [[0,0.3]] } },
    { name: 'misc', delay: [100,5000], dt: [ [100,500],[100,5000,2] ], vs : { eyeSquintLeft: [[0,0.3,3]], eyeSquintRight: [[0,0.3,3]], browInnerUp: [[0,0.3]], browOuterUpLeft: [[0,0.3]], browOuterUpRight: [[0,0.3]] } }
  ]
};
head.setMood("custom-mood-1");

Typical value range is [0,1] or [-1,1]. At the end of each animation, the value will automatically return to its baseline value. If the value is an array, it defines a range for a uniform/Gaussian random value (approximated using CLT). See the class method gaussianRandom for more information.

In head.gestureTemplates each property is a subset of bone rotations that will be used to override the current pose.

head.gestureTemplates["salute"] = {
  'LeftShoulder.rotation':{x:1.706, y:-0.171, z:-1.756}, 'LeftArm.rotation':{x:0.883, y:-0.288, z:0.886}, 'LeftForeArm.rotation':{x:0, y:0, z:2.183}, 'LeftHand.rotation':{x:0.029, y:-0.298, z:0.346}, 'LeftHandThumb1.rotation':{x:1.43, y:-0.887, z:0.956}, 'LeftHandThumb2.rotation':{x:-0.406, y:0.243, z:0.094}, 'LeftHandThumb3.rotation':{x:-0.024, y:0.008, z:-0.012}, 'LeftHandIndex1.rotation':{x:0.247, y:-0.011, z:-0.084}, 'LeftHandIndex2.rotation':{x:0.006, y:0, z:0}, 'LeftHandIndex3.rotation':{x:-0.047, y:0, z:0.004}, 'LeftHandMiddle1.rotation':{x:0.114, y:-0.004, z:-0.055}, 'LeftHandMiddle2.rotation':{x:0.09, y:0, z:-0.007}, 'LeftHandMiddle3.rotation':{x:0.078, y:0, z:-0.006}, 'LeftHandRing1.rotation':{x:0.205, y:-0.009, z:0.023}, 'LeftHandRing2.rotation':{x:0.109, y:0, z:-0.009}, 'LeftHandRing3.rotation':{x:-0.015, y:0, z:0.001}, 'LeftHandPinky1.rotation':{x:0.267, y:-0.012, z:0.031}, 'LeftHandPinky2.rotation':{x:0.063, y:0, z:-0.005}, 'LeftHandPinky3.rotation':{x:0.178, y:-0.001, z:-0.014}
};
head.playGesture("salute",3);

In head.animEmojis each object is an animated emoji. Note that you can also use head.playGesture to play animated emojis. This makes it easy to combine a hand gesture and a facial expression by giving the gesture and the emoji the same name.

head.animEmojis["🫤"] = { dt: [300,2000], vs: {
    browInnerUp: [0.5], eyeWideLeft: [0.5], eyeWideRight: [0.5], mouthLeft: [0.5], mouthPressLeft: [0.8], mouthPressRight: [0.2], mouthRollLower: [0.5], mouthStretchLeft: [0.7],   mouthStretchRight: [0.7]
  }
};
head.playGesture("🫤",3);

Appendix E: Dynamic Bones (ADVANCED)

If you want your character's hair or other body parts to wiggle as the character moves, you can use TalkingHead's Dynamic Bones feature. It simulates Newton's equations of motions using a spring-damper model and the velocity Verlet integration method.

Standard Ready Player Me 3D avatars don't include features like hair bones, so you'll need to add the dynamic bones and their weights to the model yourself. Here's an example of rigged hair in Blender.

Once your custom rig is in place, you can configure the dynamic bones by setting the modelDynamicBones property to the avatar object of the showAvatar method. Here's an example:

// Load and show the avatar
try {
  await head.showAvatar( {
    url: './avatars/custom.glb',
    body: 'F',
    avatarMood: 'neutral',
    ttsLang: "en-GB",
    ttsVoice: "en-GB-Standard-A",
    lipsyncLang: 'en',
    modelDynamicBones: [
      {
        bone: "ponytail1", type: "full", stiffness: 20, damping: 2,
        limits: [null,null,[null,0.01],null],
      },
      {
        bone: "ponytail2", type: "full", stiffness: 200, damping: 10,
        pivot: true
      },
      {
        bone: "ponytail3", type: "full", stiffness: 400, damping: 10,
        excludes: [{"bone":"Head","deltaLocal":[0,0.05,0.02],"radius":0.13}]
      }
    ]
  });
} catch (error) {
  console.log(error);
}

Each item in modelDynamicBones array represents a dynamic bone, which can be configured using the following properties:

Property Description Example
bone The name of the bone in your custom skeleton. Note that each dynamic bone must have a parent bone. bone: "ponytail1"
type
  • "point" updates only the bone's local position [x,y,z]. It is fast to calculate, but may cause skinned meshes to deform unnaturally.
  • "link" updates only the parent's quaternions (XZ rotations).
  • "mix1" mixes XZ rotations with a stretch (bone length, position change).
  • "mix2" mixes XZ rotations with a twist (Y rotations).
  • "full" link with both stretch and twist.
type: "full"
stiffness Mass-normalized spring constant k [m/s^2]. Either a non-negative number or an array with separate values for each dimension [x, y, z, t]. stiffness: 20
damping Mass-normalized damping coefficient c [1/s]. Either a non-negative number or an array with separate values for each dimension [x, y, z, t]. damping: 2
external External scaling factor between [0,1] that can be used to scale down the external forces caused by parent's movement. If set to 0, the bone is rigid and moves with its parent without experiencing any external force. If set to 1, the bone follows its parent with a lag (inertia) and feels the force. OPTIONAL, default value 1.0 external: 0.7
limits Sets the limiting range [low, high] for each dimension [x, y, z, t] in meters [m]. This can help prevent situations in which meshes overlap due to sudden movements or when the amplitude becomes unrealistic. Limits are applied in local space. OPTIONAL, default null (no limit) limits: [null,null,[null,0.01],null]
deltaLocal Local position translation [dx,dy,dz] in meters [m]. OPTIONAL, default null deltaLocal: [0,0.01,0]
deltaWorld World position translation [dx,dy,dz] in meters [m]. OPTIONAL, default null deltaWorld: [0,-0.02,0]
pivot If true, the bone becomes a free-hanging bone along the Y-axis. This means that the parent's X/Z rotations are automatically compensated. Use with caution, as this requires additional computational effort, and the limits do not apply as usual. OPTIONAL, default false pivot: true
excludes Sets one or more spherical excluded zones that act as invisible force fields, limiting the movement of the bone. An array of objects in the format { bone, deltaLocal, radius} in which bone specifies the center bone name, deltaLocal (optional) offset [x,y,z] relative to center bone, and radius in meters. OPTIONAL, default null  excludes: [ { bone: "Head", deltaLocal: [0,0.05,0.02], radius: 0.13 } ]
helper If true, add a helper object to the scene to assist with visualizing the bone during testing. If the dynamic bone type is "point", displays only a square, otherwise also the line from parent to the bone. OPTIONAL, default false helper: true

Finding a good combination of stiffness, damping, and external, is mostly a matter of trial and error. Turn on the helper property or use the test app to fine-tune the settings while running animations typical to your use case.

Tip

For dynamic bones of type "point", you can simulate gravity by applying a deltaWorld translation down the Y-axis and compensating for the initial stretch in the rest pose by applying deltaLocal translation up the Y-axis.