Lip Syncing, Image Sequences, and Interactions

Ben Gage
Lightwell Pro
Published in
3 min readJul 24, 2017

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We have a lot of ✨great news✨ to share with you today! Lightwell is even more powerful with the introduction of some new creation features.

New Features

Lip Syncing

The biggest of today’s updates comes in the form of Lip Syncing. Found in the newly redesigned Dialogue panel, you can now automate your character’s mouth and speech movements simply by adding a sound file, line text and sprite images! It’s pretty incredible. Check out the gif below for a quick peek. If you’d like to give it a spin, we’ve also updated our Piñata Party template file to in order to show it off. 😉

No assembly required.

Our lead developer Max puts it best:

“Lip Syncing is a special kind of Image Sequence where instead of choreographing an entire animation, all you need to do is link an image to the phonetic sounds in your script and we will automatically animate that into dialogue.

Even if you only have open and closed states of a character’s mouth, Lightwell will figure out an animation combining those two images to match the dialogue.”

Image Sequences

This one has actually been around for a little while, but we’re giving it it’s rightful time in the spotlight. Image Sequences let you upload a series of sprites on a layer and control how they are displayed. Adjust the frame speed, number of times it should repeat and whether or not it auto-reverses. It’s a seemingly small tool that is perfect for bringing your image layers to life.

Each sprite contains support for different sizes so your art looks great no matter what device someone is viewing it on!

Interaction Manager Updates

We’ve expanded how Interactions work to give you a whole new level of input customization. Interactions can now be grouped together and set to play simultaneously or sequentially. When set to Sequential, Interactions in the group will only trigger if its previous Interactions have been triggered.

Each Interaction has a playback limit property which will limit the number of times it can be triggered. Once it has reach that limit, it will automatically be skipped over in its containing group.

These two simple controls can be combined in endless ways to create a dynamic scene that changes as you play through it.

Until next time, happy creating! ✨💕


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Ben Gage
Lightwell Pro

Aspiring Game Designer | Lead UX/UI @lightwellpro | Short posts about life ✨