HONK 3.0a Available NOW!


3.0a is now available on the Itch page! It's an alpha, so please let me know in the bug report thread if you encounter anything.

For more info on 3.0a check out the original announcement!

I'd like to bring attention to a few smaller details I didn't mention in the announcement.

You can select input channels from your devices!

Before HONK just defaulted to channel 0 (the first channel in programmer counting). But now you can choose between your input's left and right channels (if it has more than 1 channel). Most microphones only use the first channel. I also defaulted to regular people counting which is to say channels start at 1.

C1 = Channel 1, C2 = Channel 2


Updates to Documentation

I've updated HONK's Documentation! And I'll continue to do so.

FPS capped at 120fps

I realized HONK was capable of running 300+ FPS on my machine when I wasn't running much other software. Which is awesome! But really unnecessary. We want to free up that performance for other software to run faster. So I capped HONK at 120. In the future I may cap the rendering to 60fps while letting the voice-detection run at 120fps. 

Does anyone want HONK rendering at 300fps? 

It feels silly, let me know if I'm wrong.

Plans moving forward

For HONK 3.1 I want to implement GIF support. The community seems to prefer GIFs over APNG, so I will focus on the GIF format solely. 

More background options! I'd like to add more BG options to HONK, transparent has been requested a fair amount. So I'm going to look into that. Do you have other suggestions for colors?


More animation controlsI'd like to add more, like blink options and per-object bounce. This is likely to come in a later update (like 3.2), what other controls would you like? Maybe I'll look into smoother bouncing (with interpolation) or a sway/shake option instead of bounce. Thoughts?

Thank you again, you're all amazing! Have fun with 3.0a!

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Comments

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(+1)

this looks super cool! any thoughts of adding Spout2 support in the future?

(1 edit) (+2)

What does "The community seems to prefer GIFs over APNG, so I will focus on the GIF format solely."
No aPNG support?
Aww, that's a shame. 

hey im working with obs and having trouble with getting a transparent background?

You have to use chroma key filter.
Pick a background color that your character lacks.
And with that filter you can cut it out on obs.

Is there anyway to set the speech sprites to a volume rather than a vocal noise? My model is very simple, and I'd prefer to have a 3 level mouth that just opens wider and wider depending on the volume, rather than trying to match mouth shapes with vowels and such.

Before adding support for new kinds of images, could you address the actual 4 emote cap? My Honk breaks every time I try to add a 5th emote, I see that I am not the only one. Also, being able to lock layers to be un-interactable would be a significant UX improvement. There should be no reason why both left and right click cycle through the layers. 

please PLEASE add (possibly customizable) floating and shaking for idle and talking states like veadotube

(+2)

Good feedback! I'll put that on the list

Thank you so much for the Fixes!!!

That channel change fixed my mic not working with honk, thank you so much!

(+5)

Oh, I was expecting APNG XD. Maybe I'm the only one.
It's a shame because it's lighter, support transparency and way more color than GIF ...
Maybe not a lot of people knows about it.

they actually don't. I had trouble finding a program that saved to this format, when I needed it. Not sure if that changed

I use both clip studio and photoshop and both save to aPNG.
There are some plugging for other programs that allow to save in aPNG too.
Good quality, file size and supports transparency. =(

(+1)

In regards to the bg colors, it would be nice to have a custom rgb/hex option for people who dont want to key out the bg and are cool with having a solid color there.
For the gif support I might recommend that they are somehow synced to the same timing even when not visible as in in another emote or mouth shape. In other apps I have used gif files to have blinks with multiple frames/my own custom timings and to syncronise them I made sure every asset that had the eyes in it were the exact same duration and then when they changed between gifs they would always be at the same stage of a blink, so I think having them keep track of frames in the background is important.

(2 edits)

hello. Version 2.0 is always in use thanks to you

I don't know why, this version takes up a lot of memory.

If version 2.0 occupied about 4,000 MB of memory,

3.0 is twice that.

When I started Photoshop, my streaming was interrupted due to a memory problem, so I am very careful about this problem.

I wish HONK was a little lighter!


This is the 2.0 version I got earlier. (Not 2.0 updated 7 hours ago. It takes up 5000MB of memory.)

oh interesting, I'll make 2.0 available on the home-page while I look into this. This is very good feedback, thank you!