Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add ouzlifaneyassine1-dot/onyx-engine --skill facial-and-lipsyncgit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/facial-and-lipsync)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/facial-and-lipsync"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/facial-and-lipsync/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/facial-and-lipsync"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/facial-and-lipsync.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00104 | $0.04949 |
| Opus 5 | $0.00052 | $0.02475 |
| Sonnet 5 | $0.00021 | $0.00990 |
| Haiku 4.5 | $0.00010 | $0.00495 |
Grade A, and why
facial-and-lipsync scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
88% identical to facial-and-lipsync — 71 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 283 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Facial Animation & Lipsync
Half generative, half authored. The generative half: an audio file (TTS via onyx_generate_audio with capability: "text_to_speech") goes through a phoneme-extraction tool (onyx does NOT wrap one — you run it externally), out comes a viseme timeline — a list of { phoneme, start_time, duration } triples. The authored half: the character's face mesh must have BlendShapes named for the standard viseme set, or the timeline has nothing to drive. Without both halves, you get a talking robot.
The 2026 production stack:
- Audio in —
.wav/.mp3fromonyx_generate_audio({capability: "text_to_speech", ...})or imported VO. - Phoneme extraction — done OUTSIDE onyx. Recommended: Rhubarb Lip Sync (open source, the industry standard for game-dev lipsync; outputs JSON with mouth-shape cues over time). Alternatives: gentle, allosaurus, or a Whisper-phoneme model on Replicate / Hugging Face. There is no
onyx_*MCP for this in the current engine. - Viseme mapping — phonemes / Rhubarb cues → Oculus / Apple ARKit viseme set (15 standard shapes covers English).
- BlendShape driver — at runtime, lerp the mesh's BlendShape weights along the timeline, synced to audio playback.
- Optional emotional layer — separate BlendShape track for
smile,brow_raise,eye_squintetc., authored in code or at clip-edit time.
When to use this skill
- NPC has voice lines and the mouth doesn't move.
- Cinematic with VO that needs lipsync.
- "Make him sing the lyrics."
- Animating expressions on a face that has BlendShapes (Meshy character heads ship with the ARKit-52 set by default).
- Reactive face: smile when player gives gold, scowl when attacked.
When NOT to use this skill
- Character has no face / no BlendShapes (helmeted soldier, robot, mascot). Hard-skip to body language via
onyx:animation/generate-motion. - The dialogue is written but not yet voiced — generate audio first via
onyx_generate_audio({capability: "text_to_speech", ...}). Lipsync without audio has nothing to sync to. - Pre-rendered cinematic from external DCC. Lipsync is in the rendered video, not the engine.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 10d ago First seen · 283 lines · 104 tokens per session scan A 5effa698fdee
facial-and-lipsync is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 104 tokens to every session and 4,949 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 88% identical to facial-and-lipsync, differing in 71 lines, and is treated as a copy.
Other skills, from other repositories
talking-head-recut
Package an existing talking-head / interview / podcast video with timed, designed GRAPHIC OVERLAY cards — kinetic titles, lower-thirds, data callouts, quotes, side panels, picture-in-picture — synced to the transcript, on a 16:9 / 9:16 / 4:5 canvas of your choice; the clip plays untouched underneath. Trigger on…
embedded-captions
A workflow for adding captions or subtitles to an existing single-person talking-head video without changing the footage. Captions can appear as ordinary subtitles, behind the speaker, or as stylized visual effects.
faceless-explainer
Turn arbitrary text — an article, notes, a topic, a brief — into a faceless explainer video: there is no site or footage to capture, so the visuals are invented per scene (typography, abstract graphics, diagrams, data-viz). Use for topic explainers, concept breakdowns, how-tos, listicles. Not a video built from a…
pr-to-video
Turn a GitHub pull request (a PR URL, owner/repo#N, or 'this PR' in a checked-out repo) into a code-change explainer video — changelog, feature reveal, fix, or refactor walkthrough built from the diff, commits, and files: the input is a code change, not a website. Not a product promo (/product-launch-video) or a no-PR…
slideshow
Author a HyperFrames slideshow — a presentation, pitch deck, or interactive deck with discrete slides, fragment reveals, branching, hotspot navigation, and built-in presenter mode with speaker notes; also converts an existing page into a deck. Output is a navigable deck, not a rendered MP4. If the user didn't…
hyperframes-audio
Use when audio already placed in a HyperFrames composition needs to be mixed: fade-in/fade-out, crossfade, track gain or volume, volume automation, ducking, a music bed that fights a voiceover (voiceover carve), effects on a track (EQ, compressor, limiter, gate, saturation, delay, reverb, chorus, phaser, bitcrush)…