Have any features you'd like to see added to HONK?
Let me know here!
All-in-one suite for mic-only lip-syncing characters! · By
It does! Unless I'm misunderstanding. You can import multiple layers and edit the order they render in using the eye-icon on the inspector. Is there more functionality you'd like out of it? I definitely need to showcase it better on the itch page.
One feature I was hoping to add, is the ability to see a list of the layers. So you can select them via list instead of clicking directly. Is that what you meant?
I found a workaround on the layers, because 5 is not enough for me:
You can number your art to show up in a certain order. But it definetly would be much easier for the user to simply create layers and have a drag & drop to rearrange the order or the files instead of ordering them alphabetically, because its not that easy to fix if you made a mistake naming them.
There is a separate series of obs plugins that someone else made that do this https://sadwhale-studios.itch.io/ you could probably combine methods in the meantime
Just bought the app -- looks great! Any plans to introduce text to speech capability? I know this isn't classic vtuber territory (!), but it would be perfect as an add-on for visual novels... Just sayin'...
Also, any plans for varying the frame rate? Sometimes 5 or 6fps is all that's needed. Heh -- I'm making a lot of demands, and I haven't even used the app yet! But you did ask
Interesting ideas. I like the idea of maybe making this an addon for Ren'py or one of the Unity VN plugins. That would probably be a separate project though.
As for framerate, that's also a good idea. I actually limit the eye tracking to 15FPS (and a forced update when the mouth shape changes) since it's very uncanny at higher framerates with the speed of the mouth-shapes. Letting that be a broader control would be good for anyone looking to free up some CPU or GPU on their rigs. I'll add that to my would-be-nice list for after I hit the first official release!
: ^ )
These are good ideas! Thank you for sharing.
What about away to group images that are on a layer? For example, if eyes and mouth were grouped to a head, but then the head is set to rotate, then everything grouped will move with the head. Not sure why you'd want a bobbing head, but I would use like head gestures, or join a joint to another joins, so that it's some kind of random noodle type movement.
Or maybe what I'm imagining is moving a whole layer of object, or giving a layer a pivot.
BUT I'm probably just overcomplicating the system, and just make a simple drawing, haha. I was just trying to figure out ways to have arms that move and maybe gesture, which could be done by giving say an arm different poses via the mouth shapes, but I bet it would change to fast.
Some others have asked for "parenting" or group rotating. I'll have to stew on it a bit to see if I can come up with a super simple interface for that.
Another idea is if I exposed the "smoothing" control. That way you could do hand gestures but have them move at a different speed than the mouth. The mouth-shapes do get "smoothed" so they aren't changing too rapidly, I may be able to make that a control that could be useful.
I'll add both of these to do the research list!
this is also something id be super interested in! specifically the "join a joint to another joint" part, I want to link the hand to eye tracking and have the forearm rotate with the shoulder and upper arm to give the appearance of drawing or using a mouse! im not sure if this would be difficult to impliment though..
Would it be possible to add bounce to individual layers in the same vein as the twist/rotate option? A slider for twist/rotate would be awesome too, for just a tiny bit of movement. (Bouncing eyebrows, anyone?) HONK has been absolutely incredible for adding fun to D&D, thanks so much for sharing this!
Hello! I am really enjoying Honk so far. Its been very easy to understand and fun to test out on my art streams :D
One thing I'd love to see is support for gif or animated images. My thought was for including movement in to the more static elements of characters. Eg a tail that wags or alien antenna that wiggle side to side. Even having the base have a breathing animation to add a little more live to the illusion.
Thanks so much for making this program~
I second this. I would go for APNG instead GIF or WEBP/M :
But not sure that Unity handle this format natively. Instead it could be easier to just import a bunch of frames for each image, as a sequence animation.
Also... your program really needs to ask to save on close
Also also... I was asked if there was an easy way to flip the image just in case facing needs to be changed. Though I would like some simple way to swap characters on the fly (without refocusing window) in order to change moods.
Also also... asynchronous blink timer. I have some other elements set to blink for subtler movement right now, but they all move at the same time as the eyes.
So I played with HONK, draw a full character for it and I have to say it's a really easy, clever and straight forward flow.
I guess the balance between simplicity and power can be hard to find when thinking about new features, easier to use than software like VR Studio or Live2D, but not stripe down enough features-wise to be useless.
So here are some ideas :
and that's all :D
Thank you for the feedback!
omg I'm loving the program. I had been looking for lip sync png software :D
Program is already great though, thanks so much T^T
Love these ideas, thank you! And I'm glad you're enjoying it! Be sure to share your creations : )
Interesting... Something like this https://www.microsoft.com/en-us/p/type-to-voice-chat/9nblggh40gqw?activetab=pivo... seems like it would let you use TTS as a mic source. Then it'd work! I'll have to try this out...
i have a few, though they've probably been mentioned before!!
1 - apng support
2 - volume triggers for different emotes
3 - i'm not sure how to explain it but veadotube has these animation features like idle shaking and bouncing
4 - i don't know how to explain this either, but since there's eye tracking, would there ever be a way so the face might follow along too? like if the mouse goes to the side, the face/body would turn a little too?
5 - transitions between different emotes maybe?
thanks for your hard work!!
Something like this: https://twitter.com/Margikrap/status/1447680669031747587 (this is actually how i found out about HONK :D ) No idea what other tool this person is using tho. But it'd be nice to have a single app for everything.
Currently using v2.0. Some UI issues/requests:
1) some indication which layer each image is on, currently they're just stacked, which is much more helpful than it used to be, but I still have to do some trial and error to arrange the sprites correctly. (also would be nice if there were a few more layers--currently 5 is working fine but the image order may not always play nice)
2) the add image button is named "create layer" -- this is ambiguous, since a layer is a different thing in this program. Should be called "add image" or "add sprite"
3) For the emotes, I have to recreate mouth movements every time I want a different idle mouth. Being able to duplicate a sprite would be helpful.
4) being able to name the emote layers would be nice. I need to make a physical cheat sheet so I can actually remember them while making them.
EDIT 5) I think "emote on/off" indicator is backwards, it says "emote on" when I turn it off on a layer
EDIT 2: 6) Another feature request for a bit of aesthetics: an FPS limiter on the image? It looks like it's doing 60 FPS sometimes and that's great but allowing to adjust down to 24 FPS or 16 FPS MIGHT help it look less inconsistently rapid
THANK YOU!
These are great ideas. I hit some really really gnarly big bugs that took a solid week to fix with this release. So getting feedback on smaller things is super useful. This is much appreciated.
On 3). I may be misunderstanding, but there is a duplicate element option. If you click on a layer/element, there is an icon with 2 squares. Press that and it will duplicate it in the exact same place.
As for the framerate, I believe it is currently uncapped. With the exception that I limit the framerate on the eye tracking. Since it was super smooth and weird feeling compared to the framerate of the lipsync (I think I did 24fps). I may not put FPS as an in-app setting. Since I think that's more granular than HONK's mission statement of simplicity, but maybe that could go in a config file for advanced users
Thank you again! I'll jump on all of this ASAP.
I love your program so much! It may have already been mentioned, but I play a lot of horror games (Fatal Frame, Phasmo, etc). But I'd love it if the jiggle/shaking could only be triggered when the voice/microphone reaches a certain volume. I love the bouncing but it feels out of place during the quieter moments when I'm casually talking, but if I get surprised and have to scream and run from a ghost... I'd love my little character to be wiggling/bouncing at the same time during those high volume moments. Keep up the great work!
Love your program! I've been having so much fun with it. One thing I would like to see is like a additional frame for the blinking animation. So for examples its: open eye, half-open eye, close eye. If that make sense. To give it a more natural blink, and also a way to control how often would be nice. Cant wait to see what you'll do with the program in the future!
I'd like the option for a 3-frame blink animation. Maybe other animations as well? Changing mouth frames to multi-frames (like including an in-between/transition frame)
Also, the ability to change the center point of an image would be very helpful for eyes. For example: to save time correctly aligning everything, I keep empty space around every individual image so that I only need to load it, and it's placed exactly where it needs to be. This is fine for everything EXCEPT the irises. The center point of the iris image is not the center point of the iris itself, so the "look" function doesn't work. Being able to change the center point would solve this issue.
Lastly, locking layers. I keep grabbing and moving the wrong layer. It'd be great to have the option to make layers uneditable.
I've got some really awesome idea for a feature. :O
The idea is for the program to interact with channel points and alerts on twitch.
Like having the option to choose the other images that we can add as alternatives to be activated by an alert or channel points and then go back to the first one that we usually use.
That would make the program little heavy but not that much.
Is it possible for this to happen?
There is this streamer for example LoadingArtist who has his avatar on the left corner doing stuff when alerts happen.
You dont know how proud I am of my little VTuber!! I made use of your Mouse tracking Eye rotation to have my VTuber turn a bit to the left and right!
I tried looking through all the suggestions to not be redundant, but I guess it's not that stupid for you to know which features are requested several times? I'm sorry it's so much but I hope you get inspired by some of these.
Thank you very much for your effort on this program! I will have a blast with it :)
Really digging into this program, it would be cool to be able to use animated GIFs as things so if you wanted a constant moving effect to happen it would allow for really cool animations like a constantly trembling character or wings that flap on their own instead of in time with blinks or speech sounds. or a snake where the s sound is a flappy tongue. I'm having so much fun with this program.
Hi hi! I think it was mentioned a few posts back that it was not possible to resize images in different layers within HONK. Do you think that would be a feature worth adding?
Also what I'm looking for specifically is a rotate option, where we can adjust different layers to look better (ie: importing another character's mouth onto a new one, just for the sake of time-saving, but it's not necessarily the same size and angle and there's no way to do that aside from editing all of the mouth shapes in editing software.)
Heyo! Just bought HONK to try out as another add-on to my stream and was thoroughly impressed with how things are layed out! Not entirely intuitive but the tutorial answered all my questions.
Is there a way to reduce the delay between the animation of the character and the imput of my mic inside the program and not in my streaming software? I find that whenever I speak there's half a second of delay that's too distracting for me to start using live.
Maybe something to look into in the next instance of the software!
Heyo! I want to say I LOVE THIS APP! It's so great and I really appreciate all the hard work you have done! I do have some suggestions to help improve user experience after logging back onto it. Is there a way for the app to open with the settings previous used? Ex: every time I open the app up again, I always have to reselect my character from the folder list and have to set the mic to the one I want to use. Thank you!!
hi! i would like an inbetween for the blinks too! what i wanted to suggest though would be animated pngs! i am currently still using veadotube (with animated pngs!) and would love to switch over as i love the functionalities of honk! a big part of my characters though is that im using animated pngs for things like the blink! that would be lovely if honk would support animated png as well :) <3
I think you've made a really nice piece of software here! I use a different program for my own avatar, but Honk was perfect for the avatar I made for my partner. Basically his is a lot more "human" than mine, so he needed more detailed lip sync to look right. (He saw one one of the SGDQ streamers using a Honk rig and got really excited!)
There are two things I would like to request/suggest/ask—
One, I think the blink animation is a bit robotic as it is now. I can't be totally sure without testing, but I think what I'm noticing is that the eyes stay closed longer than I would like, and the timing is a little bit too regular. I'd love to see the blink animate faster (and perhaps even slight randomisation to the time the eyes stay closed) and with more variance in the delay between blinks. An occasional double-blink would really help too. All of that would add up to much more naturalistic blinking, IMO :)
Two, would it be feasible to have a transparent background setting ? I assume there is some reason this isn't easily doable, or else it would already be available. But just in case, I wanted to ask. Mucking about with chroma key is so frustrating when your designs use bright cartoony colours!
Finally, is there any chance of a second option for interface colour? Don't get me wrong, I love the unapologetic use of colour and I have no time for people who think everything should be white or grey. It's just that the specific magenta/mint contrast is legit hard for me to look at in areas like the sprite config (where the magenta is the primary background colour). My eyes are pretty quirky so it may not be a big deal for anybody else, but for me it's a bit rough <XD
All that out of the way—thanks for making this tool! You've done some great work.
Hello! My collaborator and I are having issues using Honk while playing games like Eternal Return, in which we use Ctrl+Q/W/E/R to level up abilities. Ctrl+E seems to be a feature that shifts different layers for whatever reason, so eventually the eyes will be floating up in space above the head, and the head will have been shifted down too. User mcollings also mentioned something in the bug submission that I can see being an issue for me, where Ctrl+Z was interacting with their art programs and OBS. I understand the importance of expression hotkeys being globally hooked, but these other hotkeys definitely cause issues when using Honk to stream.
Is it possible to either change hotkeys for other functions than just emotions, add a function to enable or disable all non-expression hotkeys for Honk, or to make non-expression hotkeys not be globally hooked?
Really, really love your program and I enjoy using it! I was hoping maybe there would be a way to lock the shortcuts? I do a lot of art and even if Honk isn't the active window, pressing ctrl + e which I use to merge layers together in the art application like Paint tool sai or Clip studio paint, and ctrl + z to undo, it affects the model in honk by moving it to the center which is achieved by pressing ctrl + e, and undoes the layer and shortcut customizations by pressing ctrl + z. Other than that, the app is amazing!! Keep up the good work!!
it would be excellent to have a mouth calibration setting, where the user can record a sentence and the calibration process would remember the mouth sounds rather than try and search for it live on stream or in recording this would then cut down lag and dyssynchronization. the user could edit or key frame the mouth shape with other mouth shapes to get an exact match for the sound.
Hello I would request to have the ability to control the ammount of blinking and the duration of said blink, even better would be being able to add more blinking frames. And maybe being able to set a custom background (a PNG or JPEG ) behind the character instead of jsut having the option to some set colours since with partial transparent drawings the smple background colours dont entirely work out too well! other than that general contol over the duration of emotes ect. . of course this is a rather specific sugestion but one i personally would find really helpful! Thanks so much for this lovely aplication and i hope that you guys will keep on with the good work!!
I'd also rlly love a way to make it so eye tracking is restricted to just the extent of one display. The person that comm'd me to make their avatar using this uses 4 displays so when they do things on other screens, their pupil yeets into the sun xD Tried to limit the range, but I can't seem to limit it enough
First off, thanks so much for making this wonderful app! Really excited to dig into it and make a fun vtuber. It would be awesome if there were support for animated GIFs, APNGs or image sequences for emotes! It'd really be helpful for particular emotes and/or idle animations and allow a user to animate outside of the app for things.
hello! I'm enjoying honk for streams <3
One feature i would like to see is a voice training model, so that we can key mouth shapes to our own voices for better tracking.
In the same vein i would wanna see speech recognition for laughter, the model currently just cycles through random shapes when laughing and while its highly silly, i would love to have a trigger to laugh.
Are gifs currently supported? It would be cool to animate stuff like hair movement or occasional hand movements like a nose wipe, maybe the base "silent" mouth could move a bit as well.
Edit: (In hindsight it felt a little rough jumping straight into all the things I think this app lacks, this app is very well made and while I have had to work around some things, it is the most featureful "pngtuber" app I have encountered so far)
The layers as they exist rn are serviceable, but it would be nice to either have a higher layer count or otherwise a more limitless system. I've made a character that uses lots of layers to express depth in motion and 5 is a little restricting with all elements in consideration.
Additionally a more dynamic solution could give way to layer groups, which would be a nice way of showing/hiding larger components of the character that are comprised of many smaller parts.
Playing off that, some means of showing/hiding layers would be very nice, at least in the editor, maybe the sort of thing that it disappears when you click out of the window and the program enters the "preview"/"live" mode so all layers are visible again?
And the last suggestion I have, the look at cursor values should be able to be put into the negatives and also able to be input manually. The character I am working on right now is a low res pixel art style character so maybe it wouldnt be such a noticeable issue for normal characters, but I was having alot of trouble getting the numbers to be the exact values I wanted them to be to achieve the depth I was looking for.
As for negatives, it's pretty simple in concept, you want the body to be the "center" of the depth and not moving with the eyes? but you have an element you want to move behind the character relative to the view? Like maybe a halo or wings or something? give it a negative value and it will follow the cursor inversely, in my case I just want this to have the hair behind the head move around a bit.
This is definitely alot of suggestions but I see the app hasnt been updated in a while and I'm not sure where to go for update news so above all I hope that such a nice tool hasnt been abandoned. Cheers!
This is absolutely wonderful news. And might I additionally suggest that if your goal is simplicity that you maybe implement an "advanced mode"? So something that you toggle on in settings and it expands the capabilities of the editor. A place to put features you think are a bit too much for the base product but have enough people requesting them to justify implementation.
I'm sure people will appreciate having the option to get more complex with their rigs and that way it leaves the door open to people who want both a simple experience and a complex one.
I just bought this, and after messing around with it bit I'd mainly like to see 2 features in this software to make it usable for my use case.
1. Transparent Window Background, so you can use the "allow transparency" checkbox in OBS and not have to deal with chroma or luma keying the background
2. the ability to play a looping sequence of PNGs per state and/or APNG support
other than those 2 things, everything else is looking great 👍
This may not be a proper a feature request, but I had fun making a character that I use Text to Speak while streaming. But earlier, I tried to have him and another instance of Honk running, and of course I ran into problems in OBS because it would automatically pick either the same window, so making one source for one Honk window and a second was impossible.
So my solution was to use a different PNG tuber programs for one character, and I'll use Honk for the primary ones I make.
I guess it sounds like I have to learn how to Make OBS work a little better? As far as I can tell, I think if applications had slightly different name in the Window then OBS could handle them better. Currently the Window name is [HONK.exe]: HONK. Maybe this isn't something that's possible, but when app is running, could the window name change to reflect which character is active so the 'title' of the window changes?
For example; [HONK.exe]: 1 Grombit, Where for example you open up HONK and load Grombit by default, so just have the name of the folder there.
OBS can match by the title, by type and by Same executable.
If that was the case, then you could run multiple instances of HONK with multiple characters tied to different audio inputs.
You probably get what I mean already, but to clarify, what was happening is I would make HONK1 and HONK2 in OBS, but both were searching for the same programs, so it was sort of grabbing whichever character first, so it was hard to keep one in their 'proper' spot if you switched scenes and stuff. At least that's what I was noticing with default settings, maybe it can work if I use 'Same executable', but I'll have to test.
Another thought occurred to me about the "look at cursor" values. As I am working on a fairly small pixel art character the values are very very small. To the point that in order to have more fine control over exactly what values I was getting I was having to manually resize the honk window itself to get the slider to give me different values. This is one of the problems that would be solved with manual value entry as suggested in my previous post, but perhaps it could be solved by making the sliders change in relation to the largest component on the canvas?
Otherwise maybe the nature of the slider variable could be changed. I'm unsure exactly what the variable is supposed to be at the moment, but perhaps it could be changed that the value represents the maximum number of pixels moved at the extremes of the motion. This would bee a very intuitive way to represent the value and would make it very easy for people to "draft" the motion of certain elements inside the apps they use to draw their assets. The variable being representative of pixels would mean that people could take values directly from their drawing apps and copy them across into honk.
Finally, in regards to the oval settings, it would be nice to have a unified oval option that lets you input 2 different values for x and y, giving some freedom for characters with different eye shapes among other things, a similar equivalent for box tracking too maybe? Rectangle? And to put the cherry on top of that, an even more robust solution would be for both of those options to have 4 values, one for each of the 4 directions +x -x +y -y, this would give way to emulating a more "spherical" rotation, allowing both more extreme rotations as well as the ability to rig characters with plenty f tracking motion at extreme angles. Imagine (albeit this is a bit of a comical hypothetical) a character drawn facing directly to one side and being able to rig their iris to still roughly emulate where the eye would be facing while taking into account the perspective from the curvature of the eye.
Once again I've had alot to say but it's just my nature to never give suggestions that I cant think of potential solutions myself. I understand your vision for the app is probably a touch more simplistic than what I would like to get out of it and that's totally fine, I tried to give suggestions that could still be achieved in simple/intuitive ways. Once again this app is incredible and the 3.0 update has come with a bunch of wonderful features, you have done a very good job.
Really love your program, built my first avatar today using v3.0 :)
I would like to request a feature. It was suggested in another form already in this thread, but I want to support that request:
Thank you :)
I love Honk! It really takes PNGtubers to the next level! I have some ideas for new features:
Great job with Honk! Looking forward to next releases!
According to the 3.0a announcement post, that's whats being worked for 3.1!
https://dreamtoaster.itch.io/honk/devlog/388040/honk-30a-coming-this-week
Having the ability to move your view around the "canvas" (similar to the hand tool in photoshop) would be super useful. Right now the only way to adjust your view is to center everything, but for people who are making something that is horizontally tall rather than square that doesn't help, since it will take your focus window away from the face of your character and move it to the torso. Being able to zoom in and move around freely to the part you're working on would make things so much easier. A different way to achieve this would be allowing users to select all layers to move everything around together at the same time, rather than needing to individually reposition every layer.
Love this program btw. I'm having a lot of fun with it, and it has so much potential. Can't wait to see where it goes! :)
i see a lot of additional functionality in the blink feature, would it be possible to have an additional blink layer with a seperate timer and/or randomizer option for when it blinks and possibly what blinks when the timer goes off?
This would allow an additional character/pet to blink at a different time than the figure and possibly trigger small pet emotes (would be especially useful with the upcoming animation features)
Hope that all makes sense, thank you so much for all your hard work!
perhaps redesigning the layer manager ui to something that is similiar to what photoshop and clip studio paint provide.
most people use these programs to create there png avatars and are more familiar with the organisation system, this includes grouping assets into folders which will streamline more complex png models. Honk's Layer Manger system at the moment requires toggling assets on and off in order to create an emote. for a simple model the layer manager works well.
i have found when trying to create a 2nd emote for my model, that toggling between emote 1 and emote 2 is more of a guess despite reading the directory's and guides due to the fact that i am cycling between layers and turning them on and off and having assets from emote 1 get mixed in with assets from emote 2. the abilty to lock layers and lock groups would help immensely in creating emotes.
this is an example from photoshop, clip studio paint and procreate have similar layer manager ui.
you can see the layer order of the head being above the body, also the grouping in which these assets fall under for the specific emote.
Not sure if it's been suggested before, but an option to make emotes revert to the previous state on button release instead of toggling between states would be great.
For example, I want to make my character frown when pressing Ctrl+Z while drawing, but not have to press another hotkey after Ctrl+Z, basically making it push-to-emote.
Is there already a mic volume floor activation level? I found that while testing my PNGtuber, my low volume background noise or light mic static was making the mouth phonetics go off. Usually, in something like Discord or OBS, you can set up a noise suppression mic filter to make those issues go away. I couldn’t find that in Honk, so if there isn’t one, could that be added? Thank you!
The software is great as i expected ^^
Though! :0 is there a suggestion existing that to toggle if its able to disable shake image when talking?
Also bump up for the previous suggestion to have a noise supression filter to stop automatic talking when its just my ceiling fan xD
:D keep up the good work >w< ROOTINNNG FOR IT!
Hey, Hi! I recently bought the app and had a fantastic experience building my lil character.
The think that I'd love to see added is an option to have specific layers interacting with the voice bounce. That way I can setup my character and some props around it, but only him bouncing on speech, not the whole composition. Thanks for the amazing app!
EDIT: cancel this first bit!!! in case anyone else is looking at this thread and wondering about setting look distance more precisely: you can bump it up and down one number at a time by hitting the up and down arrow keys while your left click is held down on the slider!!! i'm not sure if this has already been requested, but i was playing around with it today and realized it would be really helpful if we could directly input numbers for the "look distance" rather than just fiddling with the slider! you can get really cool effects by selecting certain pieces and having them all have the same look distance, but it can be difficult to get the numbers exact, especially at smaller numbers, when you're trying to just bump the number 1 value up or down on the slider by barely moving your mouse. (along these lines, being able to grab multiple different pieces while holding down shift and apply look at cursor settings as a batch would be incredible, but i have no idea if that might be super complicated to implement.)
also, i'm pretty sure this has been requested before, but just throwing a +1 onto the pile: being able to scoot pieces around with the arrow keys would be great!
absolutely loving HONK so far (i'm veryroundbird on twitter!) and i'm starting to work on implementing expression toggles for models. I don't know if anyone else has requested this yet, but if somehow you could toggle multiple expressions at once to wombo-combo them, it'd be super useful since I'm realizing I'm definitely going to run up against the 8-expression limit, ahaha
I love honk so much !! , but the only thing that's a little bit hard for me is adding variation of my model as I can't set a custom zoom or placement so I have to do everything manually but its so hard to align everything. So I was wondering if we could be able to input manually how zoomed in we want the model to be because the bar is really hard to control OR be able to edit layers images and change them at will !
Other than just more expressions hotkeys, I think the feature that would be the most useful to the most amount of vtubers would be controller based eyetracking. Where the model looks in the direction a controller's right joystick (which is generally used for camera in games) is being held, like when holding left they look right. But when the stick is let go, it slowly resets back to looking forward. This would emulate the behavior of someone with live2d facetracking really well if put in place.
HONK is a fantastic program! I dunno if anyone else has suggested this yet, but a background color that's is just transparent would be a huge help. There are some parts of my avatar that go off the model and don't have a solid back, so with color as the background to key out in OBS those parts end up disappearing.
Just started using the program and loving how robust it is so far despite it's simplicity, but there's a few features I would like to see tweaked or added if possible that would make it so much more *chef's kiss*
Pain points
- Better layer manager. As it stands, I'm running out of layers, and I've had to resort to changing the names of the files since I noticed that they auto sort alphabetically. More layers would be nice too, but when I realize I need to adjust everything to accommodate something I've added, it would be nice to be able to simply insert the asset where I want it, rather than having to manually adjust every single other asset around it up or down layers.
-Animated gif support. I was using animated gifs in Veodotube to support other expressions and movements outside of what either program can do, and I've been struggling to find workarounds so I can still include some of the work I'd done before. In general this would allow people to include far more complex animations and movements that I bet are probably just beyond the program.
-UI adjustments. I would LOVE some kind of ability to simply type in the exact value I want on all the sliders. Most of my avatar has between 2-4 points of cursor tracking on each asset to simulate a little more movement and depth and it's is downright painful trying to hit those settings via a slider on a scale of 0-500.
Things I would just like
-Ability to set blink frequency and randomization, PER asset. I'm currently working around the lack of animated gif support by putting secondary frames on the blink. ie: I have a pair of hands holding a controller that presses buttons on the blink, and a pair of eyes that cry tears on the blink, and they would both look better if it could happen more frequently, but I would also like the ability to tweak the blink frequency in general for the eyes too, not just as a workaround for lack of animated gif support.
- Cuter/smoother bounce. Current bounce (and rotate on speech) movements are ... kind of janky. Would love if they were smoother, or had the ability to adjust the smoothness. ie: easing out of the movement so it looks a little more natural, bobbing instead of jerking.
-Preset or customizable bounce/movements NOT on speech, PER asset. (or other preset movement types) Sort of an addendum to the above. My character has a tail which I've currently got some rotate on speech and some cursor tracking to try to give it a little sway and it would look way better smoother, but it would also be nice of it just sort of bobbed on it's own without needing input from me. I think this would look great for characters that also have things floating around them, like idk magic orbs, or little floating robot pals etc, so I'm sure it has some other utility.
Also this is something I've just noticed and not sure if it can be fixed, but cursor tracking stops working in games that take over the cursor and turn it in to camera control, such as Genshin Impact.
Hi!
Kind of a long thread, so excuse me if this has already been suggested, but I thought it would be nice if HONK had a Noice Gate filter. It's fairly hard to find a sweet spot where the lip-syncing works and background noise doesn't trigger it, but even then, when there's notice coming from outside, it's impossible to prevent false positives. A Noice Gate would go a long way and would be easy enough to add to the UI by incorporating a second "knob" to the Mic Gain bar and graying out the section of the bar beneath it.
Thanks for the incredible software, and keep it up!
Toodles.
I realize this is quite an ask, but is there any hope or possibility of a native Mac version in the future? I’m pretty sure I could run it under emulation with something like Crossover but it’s always a little nicer to have things run natively if possible, especially while streaming and stuff. I wish I could give it a try before buying just to see how well it works that way. Still, this looks like a really neat tool and I’m excited to see what you do with it over time!
Would it be possible to add an option that lets the user select what channel the avatar reacts to? Like, say I've got two microphones plugged into a mixer and I've got one hard panned to the left channel and the other to the right, and in HONK I have the mixer set as my mic. I'd like to be able to set it so that the avatar only reacts to one of those channels.
A feature to set the process priority would be fantastic! As it stands right now, when my cpu usage is high such as when playing certain games, HONK tends to lag. The ability to set the process priority to high like you can in OBS would help mitigate this.
Animated GIFs would be fantastic as well, but I know it's already something that you have already mentioned and other people have recommended as well. Otherwise absolutely fantastic piece of software and I thank you for all your work!
Properly support all possible F-Keys please.
It's okay to have support for combinations as we already do but CTRL+ALT+SHIFT+F1-F12 is pretty much used by a lot of apps.
F-Keys go up to F24 though, even if they're not on most keyboards they can be mapped using any number of utilities as well as by a streamdeck.
Veadotube and OBS support those keys and the clash rate with default system- and application shortcuts is close to zero.
there is a lot of things mentioned here already and so far I am really enjoying honk. but I have run into a problem when it comes to keying out the background. my character has blue hair and wears yellow... a green background takes from the yellow, blue and magenta from the blue, red from the skin, black from the outline obviously and white from the eye and teeth whites... is there maybe a possibility to just have a transparent background like other programs? since obs allows for transparency I feel like that would open a lot more space for colour creativity!
and other that that a bit of variety in blinking would be cool. like a 1- 1,2 - 1 blink sequence already gives a bit of variety and it doesnt look so dead and robot like :)
I feel stupid for asking this, it's not much & not much of a problem but is there a chance for a preview button? I know I could just minimize everything & test stuff that way but when I started HONK up for the first time I was confused why there was no animation.
I mistook the eye calibration for a preview button twice & messed around with things cause I didn't know what to do. It was a coincidence that I realized I should try having the program be unfocused when I realized I could see the animation now.(I was looking through the documents just in case & either missed it or could find were it said to test it that way)
Can I suggest an idea that may or may not work (I haven't tested the iris tracking yet so forgive me if this doesn't work)? Try making the sclera completely transparent, then put white BEHIND the skin/body/etc to act as a sclera, then have the iris sandwiched between the white background and your model. It's not true clipping, but I think in theory it would work?
Three things I'd like:
- More options when it comes to the bouncing when speaking, ontop of smoother bounce movement options. It's jarring
- Ability to rename layers
- Transparency option for window. It's possible, should be pretty easy, it's nice, and It allows me to not have to modify colours to fit some chroma/luma key restrictions.
Some Things I'd like to see
Clearer Organization of the layers - It's really hard to tell which part is on what layer, even just color grouping for each layer. So everything on Layer 1 are grouped together in a different color background that the user can change the color to make it accessible
The Ability to Move the Entire Model not just Zoom - Since I use Honk with a Full Body Model I'd like the ability to Move everything, I guess the proper term is Panning around the model?
Manual Edit to the Mouse Follow bar - it's hard to get the right amount, if I was able to type in the number it would be easier for tweaking
More Rotate on Speech options - I love how active this makes the model but they can be too much for the parts I want to add, maybe a slider instead?
More Programmable Emotes - I Run 2 instances of the program to run my model and then their hands, I would love to be able to just run one, I know it would be a lot but a second set of 8 emotes that don't change for the first set. So I can change faces while keeping one set of hands up? (I know it's a lot to ask)
The ability to make a smoother bounce - So it can look more like breathing and not so jumpy
Blink Options - I would love to see the blink be set to each Object that uses Blink option. It can be randomized per object so you can have a blink and then something like a character playfully blepping on different times
Reverse mouse cursor settings - Just to make things feel like they are more alive and moving on their own
I know you are working on GIFS and I am excited for that
I also agree with the transparent BG options
Overall This Program is amazing and I love to use it as an anxious person who doesn't have a camera on them all the time like Live2D would. It's so Simple to use and play with, I do Hope there could be a Easy to learn but the allowing of more creativity with the parts for people, if they so choose. Even if there is an option in the settings to turn on a more "Advanced" Version with more sliders and options.
Hello !
I'm playing with Honk for almost a year now, and one thing i'm often thinking is feeling like i'm not having enough emotes sometimes. Or wanting to swap between two posture but with kind off the same model. So i thought about having a keybind to swap between models, not just swap between emotes ! It would be so nice and fluide. Thank you for reading !
I don’t know how difficult it would be to implement or whether it’s already on the to do list, but it would be nice if we could tweak the positions of layers according to emote. Like a transform tool overlay or something, with position, scale, and rotation handles (or sliders, if that’s easier).
For example, say I have a character who I want to raise the eyebrows of when I use an emote. Right now I have to make a layer with the eyebrows in position 1 and export it in my art software, and then make another layer with the eyebrows moved to positions 2 and export that too, then import both images into Honk and swap between them when I use the emote. It would be a lot easier if I just had one eyebrows layer and could set the positon of them according to emote I’m using. It would also make final tweaking of the model’s position a lot easier, rather than making those adjustments in my art program and re-exporting again.
That’s just a simple example, but with a more complex character like I’m making, all the redundant layers of ‘the same thing but just in different positions’ is starting to eat up memory I think. So I would hope (or assume) that if this could be implemented it would save ram, since the program won’t have to load so many image files.
Hope this request makes sense. And thanks for the tool you’ve built so far!
Edit: Oh yes, also, it would be amazing if the eye-tracking could be mapped to a controller analogue stick too.
the ability to move the placements for individual mouth sprites, as well as blinking sprites, would be great (unless i somehow missed it)
also, adding a way to calibrate the different noises made when speaking would be phenomenal (as im typing this, not speaking at all, its changing the mouthes. also, sometimes when speaking it doesn't put the correct mouth, and I think implementing a mic calibration feature would be great)
I would love to have some kind of voice activation sensitivity! There are often times where I breathe near my mic and my model moves as if I am talking, or noise from outside of the room triggers it. Being able to set a decibel level that causes the PNG to react (like Discord can do) would be really nice.
Good afternoon! Absolutely love this program. <3 Question, do you think it would be possible to add a feature where you can tie a honk character to a specific User ID for Discord? =) That way if you are doing a recording with a second person you could have two different characters "speaking" on screen based on who they are receiving the input from. I currently use reactive images for this, but would love to be able to implement Honk for this sort of thing. ^^ <3
Hello, like many others said, it would be nice if there was an option of a transparent background or if the program itself handled the transparency like all other VTuber programs do. Also, another interesting feature would be having a setting or some kind of smooth transitions between images themselves. Thank you for your time. All in all, quite cool, neat little program.
I'd love to see a UI regarding blinking, where you can adjust the frequency/randomness factor. Maybe sliders, or even the ability to type in numbers, like a minimum and maximum number in milliseconds for each one. So you could do, say, 2000ms-2000ms, so exactly every 2 seconds, the "blink" would occur. Or 500ms-3000ms, so between every .5 and 3 seconds, randomly it would occur. It would be nice to have this available on a per-object basis, as well. For instance, I use the blink functionality not just for my character's eyes, but for the arms when using a mouse/keyboard or a controller. The "blink" animation is simply the arms/hands/fingers being in a slightly different position, so it looks like the character is moving the controller or mouse every so often. Being able to adjust the time factors would be great for things like that, especially if it could be separate from the eye blinking frequency!
It would be nice to have a feature that puts the avatar in motion while idle, so it doesnt look so still? Similar to how veadotube mini does it? Like the shaking, slow fast, etc.
Honk looks amazing! I just have 1 question and 1 feature request/idea!
1. Are there ever plans to build this out for mac? I can run it on my M1 using parallels, but native is always nicer, less risk of latency, etc.
2. I sometimes stream music, and a midi clock sync would be a killer feature for me. I would love to have a pngtube app that can listen to either BPM and start/stop messages from ableton/Logic/etc, or even listen to timecode and bounce on the beat!
I'd like to bump this request. The UI animation is a real issue when trying to manually click and drag scrollbars, since the box width changes and affects the hitbox, causing it to constantly change size when hovering over the edge. It'd be really nice to have an option that disables the animations for that reason as well. Also :( to migraines, that's sucky.