User Documentation
From a blank Blender installation to a character that talks — every step explained.
AudioRig does seven big things inside one add-on, organized as seven tabs in the same panel:
Takes any audio file with speech and turns it into a full facial performance — lip sync, emotion, blinks, gaze, tongue and head motion — baked onto your character as shape key keyframes. The best overall quality of the three engines.
The middle ground: also animates the complete set of 52 ARKit channels from audio, with strong articulation, running entirely on your processor. No NVIDIA GPU required.
The mouth specialist. A diffusion-based engine focused on the 32 mouth-area channels, delivering exceptionally natural jaw, lip and cheek movement on the CPU. No NVIDIA GPU required.
The speed demon: the complete set of 52 ARKit channels from audio in a single ultra-light pass — about 45 milliseconds of compute per second of audio. Runs entirely on the CPU, no NVIDIA GPU required.
The 60 fps specialist: HuBERT-Large based, it animates the complete 52 ARKit channels at sixty frames per second natively — the smoothest temporal resolution of any CPU engine.
The 60 fps specialist: HuBERT-Large based, it animates the complete 52 ARKit channels at sixty frames per second natively — the smoothest temporal resolution of any CPU engine.
Write the words instead of recording them: MagPieTTS turns typed dialogue into spoken audio, and the Send-To bridge drops the WAV straight into any animation tab. No NVIDIA GPU required — it uses one automatically when present.
Creates a complete, ready-to-animate human head (skin, eyes, teeth and tongue included) with its own identity, expression and pose, which you can then feed to any of the three animation engines.
Section 1
Read this first.
AudioRig is developed and tested on Windows. An NVIDIA GPU is required for the A2F tab; the UniTalker and SAiD tabs run on the CPU of any Windows machine.
- Windows 10/11, 64-bit — the tested platform. On macOS (Apple Silicon) the four CPU tabs run experimentally with no guarantees (see the note below); Linux is not supported.
- Blender 5.1.1 or newer, 64-bit.
- For the A2F tab: an NVIDIA graphics card (CUDA-capable) plus the CUDA and TensorRT components from section 2. AMD and Intel GPUs are not supported by this tab.
- For the UniTalker and SAiD tabs: no NVIDIA GPU required. On Windows they use DirectML GPU acceleration automatically (SAiD runs roughly 10x faster) and fall back to your processor when no compatible GPU is present — a modern CPU still handles a typical dialogue take in seconds.
- For the Wave2ARKit tab: no GPU requirement at all. It is the fastest engine in the add-on — roughly 45 milliseconds of compute per second of audio on a modern CPU.
- For the UnLip tab: no GPU requirement at all. It uses a large audio encoder (HuBERT-Large), so it is the most methodical of the CPU engines — expect a few seconds of compute per second of audio, rewarded by fluid 60 fps motion.
- For the TTS tab: none of the above. It runs locally out of the box, uses your NVIDIA GPU automatically when present (about 3x faster than real time), and works fine on the CPU otherwise.
In short: with an NVIDIA GPU you get the full suite with A2F at its best. Without one, the UniTalker and SAiD tabs still give you complete, working lip sync — and the TTS and GNM tabs work everywhere too.
macOS (Apple Silicon) — experimental. Four tabs (GNM, UniTalker, SAiD, Wave2ARKit) run through onnxruntime on the processor and are theoretically functional on macOS arm64 with Blender 5.1.1+. We have not been able to test them on a Mac, so no guarantees are offered: this support is provided as-is and the purchase is at the buyer's own risk for macOS use. The A2F and TTS tabs are Windows-only and are automatically hidden on macOS.
Section 2
Two NVIDIA technologies must be present on your system before you generate with the A2F tab. You only set this up once per computer. The UniTalker and SAiD tabs do not need any of this — if you only plan to use them, you can skip straight to section 3.
Exact versions required:
- CUDA Toolkit 12.9
- TensorRT 10.13.3.9
Other versions (newer or older) are not accepted — AudioRig checks the exact version and will tell you if something doesn't match.
Download CUDA Toolkit 12.9 from NVIDIA: developer.nvidia.com (Select Windows → x86_64 → your Windows version → exe (local).)
Run the installer with the default options.
That's it. The installer automatically registers CUDA in the standard location, and AudioRig looks for it there: C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v12.9 (If you installed CUDA somewhere else, set the CUDA_PATH environment variable to that folder.)
Download TensorRT 10.13.3.9 for Windows from NVIDIA: developer.nvidia.com (A free NVIDIA Developer account is required. Choose the ZIP package for Windows and CUDA 12.x.)
The download is a ZIP — it has no installer. Extract it anywhere permanent. Simplest option: extract it into your user folder so it ends up exactly at: C:\Users\<your-user>\TensorRT-10.13.3.9 AudioRig looks there automatically.
Prefer another location? Set the environment variable TENSORRT_ROOT_DIR to the extracted folder (the one containing the include, lib and bin folders). Environment variables are configured in Windows Settings → System → About → Advanced system settings → Environment Variables.
If neither works for your setup, you can also point AudioRig directly at the trtexec.exe file inside the TensorRT bin folder, from the add-on preferences (see section 3.1).
How AudioRig finds these tools: on startup it checks, in order, the environment variables
CUDA_PATH/TENSORRT_ROOT_DIR, then the standard locations shown above. If anything is missing or the version is wrong, the add-on shows a clear message telling you exactly what to fix.
Section 3
The download arrives in two parts. The add-on bundles several gigabytes of AI models, so the marketplace delivers it split into two files. Keep both parts in the same folder and extract them together — 7-Zip (free) is the recommended tool: right-click the first part and choose 7-Zip → Extract Here, and both parts rejoin automatically. The extractor built into Windows cannot handle split archives. You end up with a folder that contains the add-on, ready for the normal installation below.
Open Blender.
Go to Edit → Preferences → Extensions.
Click the small arrow menu (top right) → Install from Disk…
Select the AudioRig.zip inside the folder you extracted.
Restart Blender. We strongly recommend restarting after every install or update of the add-on, so that every component is loaded cleanly.
You'll find the AudioRig panel in the 3D Viewport sidebar (press N) under the AudioRig category. At the top of the panel there are seven tabs: A2F, GNM, UniTalker, SAiD, Wave2ARKit, UnLip and TTS.
Edit → Preferences → Add-ons → AudioRig exposes two optional file-path overrides:
Section 4
The red button. One-time preparation per machine. The UniTalker and SAiD tabs never need it.
Before your very first A2F generation — and again after changing GPU or updating drivers — AudioRig must prepare the A2F models for your specific hardware. This is a one-time step per machine and takes a few minutes.
Open the A2F tab and scroll to the Run section at the bottom.
Click the big red button "Build TensorRT Engines".
Wait while the progress advances. You can watch detailed output in Window → Toggle System Console.
When it finishes, the button turns green and reads "Engines Ready". From now on it shows "Rebuild Engines" — you only need it again if you change GPU, drivers, or reinstall CUDA/TensorRT.
If the build fails, the message tells you exactly what is missing — almost always a CUDA or TensorRT installation issue from section 2. Fix that and press the button again.
Section 5
The mesh rules.
All three animation tabs drive your character through shape keys — the built-in Blender system for storing facial poses on a mesh. For everything to work, your character's head must follow the ARKit 52 convention: 52 shape keys with the exact standard names (jawOpen, mouthSmileLeft, eyeBlinkRight, and so on).
The rules, in plain terms:
Don't have ARKit shape keys yet? We strongly recommend the Faceit add-on. Faceit lets you place facial landmarks on your character and generates the complete, correct ARKit 52 shape key set for it. Every character you see in our videos and screenshots was prepared with Faceit, and it's the workflow we test against. (Alternatively, the GNM tab can generate a complete head for you — see section 8.)
The moment you pick your head, the panel shows a live counter, for example:
Perfect coverage.
Partial coverage; the missing channels simply won't animate.
The selected object has no shape keys at all. Prepare it with Faceit (or use the GNM tab) before continuing.
The SAiD tab shows its own counter (see section 10) because it only drives the 32 mouth-area channels.
Section 6
Everything below appears in the same order as in the panel. For most projects you only need sections Input and Run; the rest is optional polish.
The voice recording that will drive the animation. Any audio format works (wav, mp3, ogg, flac, m4a…): AudioRig converts it to the exact format the engine needs, automatically.
The head mesh that receives the animation.
Also animates matching shape keys on child objects (eyes, teeth, tongue, jaw). Leave it on for split heads.
Bakes into every object in the scene that carries ARKit shape keys, ignoring parenting entirely. For rigs whose head parts are separate, unparented meshes (common in marketplace characters and DCC exports).
When enabled, generation stops with an error unless all 52 shape keys exist. Use it on production rigs where a missing key means a mistake, not a design choice.
A note on rig quality and expressive values — read before your first bake. A2F is a state-of-the-art model: its output is highly expressive and closely mirrors real human articulation, including lip compression on consonants like M, B and P. On a rig whose shape keys were sculpted without proper constraints or corrective shapes, that expressiveness can expose rigging weaknesses — most notoriously on mouthClose, where baked values above roughly 0.5 are excessive on many imperfect rigs and make the upper and lower lips intersect each other.
The honest fix is at the source: build your ARKit shape keys — mouthClose above all, but ideally all of them — with solid constraints and corrective techniques (sculpt-checked extremes, enough lip-loop topology, symmetric validation, testing against deliberate maximum poses). A well-built shape key survives A2F's full expressive range beautifully. As an in-add-on remedy while you improve the rig, Override Per-Blendshape Gain (section 6.4) lets you scale an individual channel down — capping a runaway mouthClose so its peaks land around 0.5 instead of clipping through the other lip.
Shows the status of the AI engines ("Engine ready" / "Engine not built"). One model always runs; a second one is optional:
How the animation is computed:
0 is correct on single-GPU machines.Extra Channels (all off by default; enable only if your rig uses them):
Every model ships with values tuned by its authors — you don't need to touch anything here for a good result. The recommended workflow is:
Generate once with everything at its default.
If you want to change something, press Load Model Defaults first (this reads the model's real tuned values into the sliders).
Enable only the Override group you care about and adjust from there.
Where the animation lands:
<base>_<object name> (e.g. AudioRig_Head, AudioRig_Eyes). Change the base name to keep several takes side by side instead of overwriting the previous one.0 keeps every frame (most faithful, heaviest curves). A small value like 0.001–0.01 thins the curves, making them far easier to edit by hand and lighter to scrub. First and last frames are always kept.If the button is greyed out, the panel lists exactly what's missing (engines not built, no audio picked, or no target mesh picked).
At the bottom of every animation tab (A2F, UniTalker, SAiD, Wav2ArKit, UnLip — never on TTS or GNM) sits the Animation Data panel with three tools, each with its own help toggle:
.json file, keyed by ARKit channel names (jawOpen, mouthSmileLeft, …) and sampled frame by frame. Because it stores channel names instead of scene references, the same file can be re-applied to this character, to a different one, or read by external tools..json onto the mesh picked in this tab (respecting Include Children / Scan Whole Scene), as dense keyframes. The scene's frame rate and range are set from the file's metadata so playback stays in sync. The action is named after this tab's Action field.When would you use these? Restore: a new take came out worse and you want the previous performance back without re-generating. Export/Import: keep takes as lightweight files outside the blend, move an animation to a different character (any mesh with proper ARKit shape keys), or archive performances without saving heavy .blend files.
Section 7
Install CUDA 12.9 and TensorRT 10.13.3.9 (once per machine).
Install the add-on, restart Blender.
Press the red Build TensorRT Engines button (once per machine).
Prepare a head with ARKit 52 shape keys — easiest with Faceit — and check the coverage counter.
Pick your audio file, set FPS to your scene rate, press Generate + Bake.
Scrub the timeline: your character talks.
Playback sync is set for you. When any AudioRig engine (A2F, UniTalker, SAiD, Wav2ArKit, UnLip) places its audio strip, the add-on automatically switches Timeline → Playback → Sync to Sync to Audio. Without it, Blender plays every single frame and long takes look like slow motion with the sound drifting out of the picture.
But automatic sync is not a guarantee of perfect lip alignment. It locks the playback clock to the sound — nothing more. If the mouth still lags or leads the audio, check these manually and consciously: the tab's FPS matches your scene frame rate; no Time Stretching / retiming modifier is applied to the audio or the baked action (a wrong stretch silently shifts every frame); the Start Frame is where your audio actually starts; and the baked keyframes are dense enough (keyframes placed only every few frames interpolate loosely and can read as lag). AudioRig sets the sync so you don't have to remember it — verifying the alignment itself is deliberately left to you, the artist.
Section 8
A full human head from scratch — skin, eyeballs, teeth and tongue included.
The GNM tab creates a full human head from scratch — skin, eyeballs, teeth and tongue included — with a rig you can pose, and hands it to any of the three animation tabs when you're done. It's the fastest way to get an animatable character when you don't have one.
How to think about it: a head starts as a neutral "average face". You then shape who they are (Identity), what expression they make (Expression), how they're posed (Pose), and you can sculpt specific regions (Customize). Everything updates live in the viewport — there is no "apply" button.
Save faces you like and reuse them later (or share them):
.zip for backup or sharing, and restore them on another machine.Both work together: changes made in Generate apply on top of whatever you sculpted in Customize.
Shape one region at a time without disturbing the rest of the face:
0 is a hard edge; higher is softer. You can drag it after a randomize and watch the boundary re-blend live.Sculpted regions are real mesh edits, so the Identity/Expression sliders describe a slightly different face than what's on screen — the panel shows a notice when that's the case. Slider changes still apply on top of your sculpt; Reset or loading a preset discards it.
Full walkthrough: generate a head with GNM, rig it with Faceit, and animate it from audio.
Credit where credit is due. The GNM tab was inspired by the free GNM Importer add-on by Nathan Dickson. We loved the idea and built our own take that simplifies everything — installation and assets included — into the single-click tab described above. If you want more advanced control over Google's GNM model, we genuinely recommend downloading that free add-on.
Section 9
The middle ground: the complete 52 ARKit channels, no NVIDIA GPU required.
UniTalker is the middle ground between the flagship A2F engine and pure convenience. Like A2F, it animates the complete set of 52 ARKit channels — lips, jaw, eyes, brows, cheeks, nose and tongue — but it runs entirely on your processor: no NVIDIA GPU, no CUDA and no TensorRT required. If your machine can't run A2F, this tab gives you a full-face performance anyway; if it can, it's also a fast way to sketch animation before a final A2F pass.
Everything in this tab works exactly like the A2F equivalents, so only the UniTalker-specific controls are described here.
The coverage counter works exactly like the A2F one: 52/52 is perfect, partial coverage simply skips the missing channels.
The status line under the dropdown confirms the model files are present.
Below the Run section sits the shared Animation Data panel — Restore Previous Animation, Export Animation, Import Animation — described in section 6.7. It appears on every animation tab and never on TTS or GNM.
Section 10
Exceptionally natural mouth movement, on the CPU.
SAiD takes a different approach: instead of predicting the whole face at once, it uses a diffusion model — the same family of techniques behind modern image generators — focused entirely on the 32 mouth-area channels: jaw, lips, cheeks and nose sneer. The result is exceptionally natural mouth movement, and because the mouth is what sells a line of dialogue, it can make an otherwise static character feel remarkably alive. It also runs on the CPU, with no GPU requirement.
Two things to know before using it:
The coverage counter here reads "N/32 SAiD channels present (of 52 ARKit)": how many of the 32 mouth-area shape keys exist on your character. 32/32 is perfect; a head with only the basic mouth shapes still works.
Below the Run section sits the shared Animation Data panel — Restore Previous Animation, Export Animation, Import Animation — described in section 6.7. It appears on every animation tab and never on TTS or GNM.
Section 11
Full ARKit 52 from audio in a single ultra-light pass: about 45 ms of compute per second of audio.
Wave2ARKit is the fastest way to go from audio to a full facial performance. Based on Wav2Vec2 and LAM Audio2Expression fused into a single ultra-light model, it converts audio into the complete set of 52 ARKit channels in one pass — roughly 45 milliseconds of compute per second of audio, about 20 times faster than realtime. Everything runs on your CPU: no NVIDIA GPU, no CUDA, no TensorRT, no build step.
Use it for rapid drafts, previz, or whole scenes of background dialogue where speed matters more than the last 5% of polish (that is what the A2F tab is for). Everything else — coverage counter, bake options, scene scan — works exactly like the UniTalker tab.
The coverage counter works exactly like the A2F one: 52/52 is perfect, partial coverage simply skips the missing channels.
The status line confirms the bundled Wav2ARKit model is present. There is nothing to build or configure — the engine ships ready to run.
Below the Run section sits the shared Animation Data panel — Restore Previous Animation, Export Animation, Import Animation — described in section 6.7. It appears on every animation tab and never on TTS or GNM.
Section 12
Full ARKit 52 at sixty frames per second natively — the smoothest CPU engine.
UnLip animates the complete set of 52 ARKit channels at sixty frames per second natively — the smoothest temporal resolution of any CPU engine in the add-on. It pairs a large frozen audio encoder (HuBERT-Large) with a transformer decoder trained against iPhone Live Link Face recordings, fused into a single ONNX graph. Everything runs on your CPU: no NVIDIA GPU, no CUDA, no TensorRT, no build step.
Because the encoder is large, UnLip is the most methodical of the CPU engines: expect a few seconds of compute per second of audio. The reward is fluid 60 fps motion that resolves fast consonants with extra temporal detail. Everything else — coverage counter, bake options, scene scan — works exactly like the UniTalker tab.
The coverage counter works exactly like the A2F one.
The status line confirms the bundled UnLip model is present. Nothing to build or configure — the engine ships ready to run.
Below the Run section sits the shared Animation Data panel — Restore Previous Animation, Export Animation, Import Animation — described in section 6.7. It appears on every animation tab and never on TTS or GNM.
Section 13
Type dialogue, get spoken audio — locally, with or without an NVIDIA GPU.
Every animation tab needs audio, and the TTS tab makes that audio from scratch. Write your dialogue, choose a voice, and AudioRig speaks it with NVIDIA's MagPieTTS model running on your own machine. No microphone and no recording session: if you can type it, your character can say it.
-1 picks one per run; the dice button rolls one for you.Generate Speech speaks your dialogue and writes the WAV. Blender stays responsive while it works; cancel anytime with Esc. When done you get a report like "Speech generated: speech_20300101_120000.wav (6.1s of audio, 3.5x realtime) in 1.8s".
Typical workflow — write a whole scene's dialogue:
- Open the TTS tab, press New Script, and type every line (or just use the Line field for a quick test).
- Pick voice and language, set Send To = A2F, press Generate Speech.
- Switch to the A2F tab — the new WAV is already in the Audio slot. Set your target mesh and press Generate + Bake. Done.
Section 14
All three animation tabs feed the same bake system, so you can switch freely — even on the same character and take.
| A2F | UniTalker | SAiD | Wave2ARKit | UnLip | TTS | |
|---|---|---|---|---|---|---|
| Role | Animation from audio | Animation from audio | Animation from audio | Animation from audio | Animation from audio | Audio from text |
| Channels | 52 ARKit + tongue/head/emotion extras | 52 ARKit | 32 mouth-area ARKit | 52 ARKit | 52 ARKit | Spoken speech (WAV) |
| Quality | Best overall — the most refined, lifelike performances | Very good — strong articulation across the whole face | Exceptional mouth realism | Good — full-face coverage at unmatched speed | Good — full-face coverage at 60 fps | Natural multilingual narration |
| Hardware | NVIDIA GPU required | Any CPU | Any CPU (most demanding of the two CPU engines) | Any CPU | Any CPU (largest encoder) | GPU optional — Auto picks CUDA or CPU |
| Setup | CUDA 12.9 + TensorRT + Build step | None | None | None | None | None |
| Typical take (5 s) | Seconds (GPU) | ~1 s (Base) / a few s (Large) | A few seconds | ~0.25 s (fastest) | ~5-15 s | ~1.5 s (GPU) / ~6 s (CPU) |
| Extras | Emotion, tongue poses, head rotation | — | Seed-based variation | — | 60 fps native | Seed variation + Send-To bridge |
Practical guidance:
About very long audio files — an honest limitation. We do not guarantee that any of the five engines (A2F, UniTalker, SAiD, Wave2ARKit, UnLip) will process a long audio in full. A2F generally accepts long takes well, but the other models usually split the audio at internal thresholds (chunks), and processing can become difficult when the audio is very long or when hardware resources — system RAM on the CPU, video memory on the GPU — are limited. If a long take fails or gets cut, the practical answer is to split the recording into shorter pieces, generate each piece, and place them end to end on the timeline.
Section 15
| Symptom | What to do |
|---|---|
| A2F build button reports missing CUDA/TensorRT | Revisit section 2: exact versions 12.9 / 10.13.3.9 and the folder/env-var locations. |
| A2F generation worked, then fails after a GPU/driver update | Press Rebuild Engines (engines are specific to your hardware). |
| "No shape keys found on target" (red) | The selected mesh has no shape keys — prepare it with Faceit or use the GNM tab. |
| A2F mouth moves but feels flat | Enable Use Audio2Emotion, or try the other Identity (Claire/James/Mark) and press Load Model Defaults. |
| Animation and audio drift apart | AudioRig already sets Playback → Sync to Audio when it places the strip. If drift persists: match the tab's FPS to your scene frame rate, set Start Frame where the audio starts, check for a Time Stretching/retiming modifier on the audio or action, and make sure keyframes are dense — sparse keys interpolate loosely and read as lag. |
| A2F single shape misbehaves (e.g. jaw opens too far) | Override Per-Blendshape Gain → Init ARKit 52, then adjust only that channel. |
| Lips intersect each other, especially on mouthClose | A2F is highly expressive (SOTA articulation); a poorly-rigged shape key exposes it. Values above ~0.5 on mouthClose are excessive on many rigs: cap that channel with Override Per-Blendshape Gain, and rebuild the shape key itself with proper constraints/corrective sculpting — see the rig-quality note in section 6.1. |
| SAiD fails or Blender crashes on a long take | DirectML ran out of video memory (SAiD processes the take as one piece). AudioRig usually routes long takes to the CPU automatically; if it happened mid-run, press Generate + Bake again — it continues on the CPU. For regular long-form work, enable Use CPU in the SAiD Run section, or split the recording into shorter pieces (see the long-audio note in section 14). |
| Restore Previous Animation is greyed out | The snapshot is created automatically when a Generate + Bake replaces existing curves — generate once first. It always stores the state before the most recent generation only. |
| UniTalker/SAiD button says model files are missing | The engine's model files were removed from the add-on folder — reinstall the full package. |
| SAiD counter shows fewer than 32/32 | Your rig is missing some mouth-area shape keys. They'll simply stay static; add them with Faceit for the full set. |
| TTS button says assets are missing | The TTS engine files were removed from the add-on folder — reinstall the full package. |
| TTS audio sounds accented in another language | The five voices are native English speakers; accents are expected outside English. |
| Nothing generates on macOS/Linux/AMD | On macOS only the four CPU tabs (GNM, UniTalker, SAiD, Wave2ARKit) are expected to run — experimental and untested, see section 1. A2F and TTS are Windows-only; Linux and AMD GPUs are not supported. |
Section 16
3D Viewport sidebar (N) → AudioRig category → A2F / GNM / UniTalker / SAiD / Wave2ARKit / UnLip / TTS tabs.
CUDA 12.9 → TensorRT 10.13.3.9 → install add-on → restart Blender → red Build button. UniTalker and SAiD need none of it.
Faceit-prepared head (or GNM head) → pick a tab → audio → FPS = scene rate → Generate + Bake.