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Speech Graphics

Real-time expressive facial animation for AI avatars

Free | Freemium | Paid | Enterprise ⭐⭐⭐⭐☆ 4.3/5 🎭 AI Avatars & Video 🕒 Updated
Visit Speech Graphics ↗ Official website
Quick Verdict

Speech Graphics is a runtime and production-grade lip‑sync and facial animation engine that converts audio into high-fidelity viseme and gesture animation for character pipelines. It’s aimed at game developers, VFX studios, and virtual character teams who need scalable, studio-quality facial animation without per‑line manual animation. Pricing is primarily custom/enterprise with usage-based licensing and a limited demo path, making it best for commercial studios rather than casual users.

Speech Graphics is a specialized AI-driven facial animation engine that turns speech audio into realistic viseme, expression and facial performance data for 3D characters. Its primary capability is automated, retargetable lip-sync and facial motion generation that integrates into game engines and VFX pipelines. The key differentiator is phoneme‑accurate timing plus viseme blending and GPU/runtime playback tools designed for production. Speech Graphics serves game developers, animation studios, and XR/virtual character teams. Pricing is not a simple freemium model — the company offers demos and custom licensing tiers, so budget clarity requires contacting sales.

About Speech Graphics

Speech Graphics is a London-based company focused on automated facial animation and viseme generation for speech-driven characters. Founded as a spinout from research in facial performance, the company positions itself for production contexts where consistent lip-sync, emotion cues and retargetable facial drives are required at scale. Instead of selling a generic avatar creator, Speech Graphics supplies an engine and toolset that converts audio tracks into animation curves (visemes, phoneme timing, and secondary facial behavior) which can be exported or run in real time. It aims to reduce hand-keyed animation labour in game, film and interactive experiences while preserving pipeline control for technical animators.

The product suite centers on speech-to-animation conversion, offering features such as phoneme-aligned viseme timelines, facial FACS-compatible outputs, and runtime playback modules. The Speech Graphics pipeline extracts phoneme timing from audio and produces per-frame blendshape weights or joint transforms that map to an artist’s rig. It supports retargeting so one generated performance can drive multiple character rigs, and it includes emotion/intonation layers to add eyebrow, eye and jaw micro-movements. For runtime applications, there are runtime SDKs and plugins that integrate with engines like Unity and Unreal, allowing synchronized lip-sync during gameplay. The company also provides export formats used by VFX and animation tools for offline production.

Speech Graphics does not publish a fixed consumer subscription on its website; pricing is typically enterprise or studio licensing, with per-seat or per-title arrangements and optional runtime royalties in some deals. There is a demo/evaluation route — studios can request a free trial/demo and test with sample assets — but everyday usage requires a commercial license. Customers report bespoke quotes that depend on target platform (real-time versus offline), number of seats, and level of integration support. For precise budgeting, Speech Graphics asks prospects to contact sales; this model favors medium-to-large studios that plan volume usage rather than single freelance buyers.

The tool is used across games, film, and XR. A lead technical animator uses Speech Graphics to convert 10+ hours of dialog into animator-editable viseme curves, reducing manual keying by weeks. A runtime programmer integrates the Speech Graphics runtime into an Unreal project to deliver in-game lip-sync and emotional micro-gestures tied to NPC dialogue. Other users include VFX studios for background character speech and virtual character companies for live avatar responses. Compared to alternatives like FaceFX or Dynamixyz, Speech Graphics emphasizes phoneme accuracy with production-grade retargeting and studio licensing options.

What makes Speech Graphics different

Three capabilities that set Speech Graphics apart from its nearest competitors.

  • Produces phoneme-accurate viseme timing suitable for hand-editing and pipeline integration.
  • Offers both offline export formats and runtime SDKs designed for engine playback.
  • Licensing model is studio-focused with custom quotes and integration support.

Is Speech Graphics right for you?

✅ Best for
  • Game developers who need consistent lip-sync for in-game dialogue
  • VFX studios who need exportable viseme curves for character animation
  • XR/virtual character teams who require real-time audio-to-animation playback
  • Technical animators who need retargetable animation across multiple rigs
❌ Skip it if
  • Skip if you need a free consumer-level avatar builder with preset characters.
  • Skip if you require transparent per-month pricing for single freelancers.

✅ Pros

  • Delivers phoneme-accurate timing and per-frame viseme curves suitable for hand-polishing
  • Supports both offline exports (FBX/Maya) and real-time SDK integration with engines
  • Scales to studio pipelines with batch processing and custom licensing support

❌ Cons

  • No published consumer pricing — licensing requires contacting sales and negotiation
  • Not targeted at casual users; setup and integration need technical animation resources

Speech Graphics Pricing Plans

Current tiers and what you get at each price point. Verified against the vendor's pricing page.

Plan Price What you get Best for
Evaluation / Demo Free (trial/demo) Short-term demo with sample assets and evaluation license Studios testing integration and output quality
Studio License Custom Per-seat or per-title licensing, includes SDK and exports Mid-size developers needing production use
Enterprise License Custom Unlimited projects, enterprise support, custom integration Large studios and publishers with scale needs

Best Use Cases

  • Lead technical animator using it to convert 10+ hours of dialogue into editor-ready viseme curves
  • Runtime programmer using it to implement synchronized lip-sync for NPC dialogue in Unreal
  • VFX pipeline TD using it to batch export facial animation for background crowd shots

Integrations

Unreal Engine Unity Autodesk Maya (FBX export)

How to Use Speech Graphics

  1. 1
    Request an evaluation/demo
    Visit the Speech Graphics website and click Request a Demo or Contact Sales; provide project details and sample audio so Speech Graphics can provision a short evaluation and sample output for review.
  2. 2
    Upload audio and rig assets
    In the evaluation portal or after license setup, upload your dialog WAV files and your character rig (blendshape or joint-based) so the engine can analyze phonemes and map visemes to your rig.
  3. 3
    Generate viseme and emotion layers
    Run the conversion tool to produce phoneme-aligned viseme timelines and optional emotion/intonation layers; success looks like per-frame blendshape curves and a preview playback.
  4. 4
    Export or integrate runtime SDK
    Export results as FBX/Maya curves for offline editing or install the Speech Graphics runtime plugin into Unity/Unreal for live playback; verify lip-sync alignment and tweak mappings as needed.

Speech Graphics vs Alternatives

Bottom line

Choose Speech Graphics over FaceFX if you require phoneme-accurate exports plus studio-grade retargeting and runtime SDK support for game engines.

Frequently Asked Questions

How much does Speech Graphics cost?+
Pricing is custom and quoted per studio or project. Speech Graphics does not publish fixed consumer monthly tiers; costs depend on license type (studio or enterprise), number of seats, runtime versus offline use, and support level. Contact sales for a quote and provide project details to get a clear cost estimate and potential proof-of-concept evaluation.
Is there a free version of Speech Graphics?+
There is an evaluation/demo route rather than a permanent free tier. Speech Graphics offers demo evaluations and sample outputs after you request access, but ongoing commercial use requires a paid studio or enterprise license. The demo lets you test audio-to-viseme quality, but full integration and batch processing come under paid licensing.
How does Speech Graphics compare to FaceFX?+
Speech Graphics emphasizes phoneme-accurate timing and production retargeting versus FaceFX’s toolset. Both provide lip-sync for games, but Speech Graphics focuses on studio licensing, export formats, and runtime SDKs for Unity/Unreal, while FaceFX offers more off-the-shelf licensing for smaller teams and packaged tools.
What is Speech Graphics best used for?+
Speech Graphics is best for converting recorded dialogue into editable viseme timelines and runtime-ready animation. It’s ideal when you need consistent, retargetable lip-sync across many characters—useful in games, VFX crowd work, or interactive virtual characters—reducing manual keyframing significantly.
How do I get started with Speech Graphics?+
Start by requesting a demo on their site and submit sample audio and a rig. The Speech Graphics team provides evaluation outputs and integration guidance; after reviewing the demo, arrange licensing and receive the SDK/plugins for your pipeline.

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