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 SummerEngine/summer-engine-agent --skill facial-and-lipsyncgit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/facial-and-lipsync)<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.
<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>- NVIDIA SkillSpector pass
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 | $0.05084 |
| Opus 5 | $0.00052 | $0.02542 |
| Sonnet 5 | $0.00021 | $0.01017 |
| Haiku 4.5 | $0.00010 | $0.00508 |
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- facial-and-lipsync — 88% identical, 71 lines differ
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:
- Audio in —
.wav/.mp3fromsummer_generate_audio({capability: "text_to_speech", ...})or imported VO. - 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. - 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. 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.
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 · 300 lines · 104 tokens per session scan A a69739e4c591
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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