facial-and-lipsync

facial-and-lipsync is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 104 tokens per session (5,084 once invoked), scanned A, original, MIT.

A workflow for making a character's face move in time with spoken audio and show expressions. Lip sync matches mouth shapes to speech sounds, while facial animation controls expressions such as smiles or frowns.

In plain words
What is it for?
Use it for talking characters, narrated scenes, and dialogue with expressive faces. Speech-timing extraction is performed outside Summer.
Why use it?
It explains the required audio, speech-timing data, facial shapes, and runtime driver so dialogue does not look like a static or poorly matched face.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: positional $N argument; mentions Claude Code; mentions Codex.

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it for talking characters, narrated scenes, and dialogue with expressive faces. Speech-timing extraction is performed outside Summer.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/facial-and-lipsync
Install

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.

Any agent
npx skills add SummerEngine/summer-engine-agent --skill facial-and-lipsync
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

Wrote 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.

agentmods badge for facial-and-lipsync

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/facial-and-lipsync/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/facial-and-lipsync)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/facial-and-lipsync"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/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.

agentmods 80×15 button for facial-and-lipsync

Your own site · 80×15
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/facial-and-lipsync"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/facial-and-lipsync.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 104 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,084 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00104 $0.05084
Opus 5 $0.00052 $0.02542
Sonnet 5 $0.00021 $0.01017
Haiku 4.5 $0.00010 $0.00508

Measured 10d ago against content hash a69739e4c591, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/animation/facial-and-lipsync/SKILL.md · 300 lines

How it starts

The opening of the file, as written. The whole thing — 300 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 summer_generate_audio with capability: "text_to_speech") goes through a phoneme-extraction tool (Summer 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:

  1. Audio in.wav/.mp3 from summer_generate_audio({capability: "text_to_speech", ...}) or imported VO.
  2. Phoneme extraction — done OUTSIDE Summer. 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 summer_* MCP for this in the current engine.
  3. Viseme mapping — phonemes / Rhubarb cues → Oculus / Apple ARKit viseme set (15 standard shapes covers English).
  4. BlendShape driver — at runtime, lerp the mesh's BlendShape weights along the timeline, synced to audio playback.
  5. Optional emotional layer — separate BlendShape track for smile, brow_raise, eye_squint etc., 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. Never assume it does — step 1 below is the check, and generated characters frequently come back with zero.
  • 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 summer:animation/generate-motion.
  • The dialogue is written but not yet voiced — generate audio first via summer_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.

Read the full file on GitHub · 300 lines

Changes

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.

  1. 10d ago First seen · 300 lines · 104 tokens per session scan A a69739e4c591

Subscribe to this mod's changes

facial-and-lipsync is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 104 tokens to every session and 5,084 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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