JALI seeks to change the face of facial animation by providing animated content creators, game makers and developers of virtual avatars the means to generate the highest quality speech and facial animation at scale and in multiple languages; with a solution that can be integrated into end-user pipelines, regardless of rig construct, production suite or (game) engine.
Connect with jRigger — Our tool for precisely connecting to your rig. Once rigged, the pose templates can be exported across your whole library of similarly constructed rigs.
Automate with jSync — creates multilingual lip synchronization from alignment (or TTS), easy to edit animation curves, speech style.
Whole Face — (includes features: Eye motion (blink, gaze, saccades), brows, custom paralingual settings, character profiling, emotion tagging, handedness (asymmetric settings)
Head and Neck (experimental) — ambient and expressive
Animate with jRig — interactive rig interface is language agnostic, plugs into industry-typical rigs and provides fully customizable phoneme control; edit jSync animation or add keyframe or other animation sources with jRig
Building the next massive open world RPG? JALI is looking for its next inspiring development partners to make game of the year with JALI’s lip sync and 3D facial animation software.
Find out how JALI not only helped the developers at CD Projekt Red bring the characters in the massively diverse open world Cyberpunk 2077 to life, but paved the way for CDPR to make the gameplay seamlessly immersive in 10 different languages.
"We are interested in how the animator distils the myriad of influences that project the face into meaningful messages that communicate stories effectively. We are interested in the audience's ability to experience empathy for characters in a narrative: how and when does a character come alive?" - Pif Edwards, JALI CTO
JALI software provides the complete automation of high end lip sync and facial animation with the option for ultimate animator directorial control. Our system delivers the fastest and simplest animation curves providing higher quality and greater efficiency.
Direct the Action
Edit output animated curves directly, apply additional direction on emotional bearing, cues for non-verbal behavior and language settings by applying tags to the text transcript.
Work Within Your Existing Pipeline
Modular workflow facilitates cohesion across technical and creative animation teams; end-users can combine generated animation curves with other animation data from multiple sources like performance capture and hand keyframed.
Decades of experience in animation, software engineering / design, and customer service combined with industry leading software - JALI provides an end-to-end solution for creating, animating and integrating a digital avatar into your business model.
JALI offers the option to licence a JALI rig(s), the suite software to automatically generate hours of high-quality animation, and the in-house expertise to guide you through the process and ensure your project is a success!
Realtime & Lightweight
Our software is able to generate animations from Text-To-Speech input in 1/100th of a second and our lightweight and low processing overhead keeps projects light and requires less memory.
Whether you are looking to animate hours of run time character dialogue in multiple languages, humanize an interactive consumer avatar or streamline your character animation workflow in an animated series, we can help you select the licence option and workflow solution to achieve your unique creative and technical goals.
We’ve worked with a number of different customers from mobile technologies, animated and VFX studios, independent and AAA game studios. If we’ve learned one thing, it’s that one size does not fit all: other downloadable plug n’ play solutions fall short of expectations because they fail to recognize this about their customers, which is why we view you as a partner, not just another user.Request Quote
Maya 2018 Mac/Windows
Maya 2019 Mac/Windows
Maya 2020 Mac/Windows
Currently in Development
Unreal Engine 4.20-4.24, 4.25 BETA (Windows)
Further development for Unity scheduled to begin Q3 2021
C++ Libraries for Development
French / Français
Russian / Pусский
Polish / Polski
Portuguese (Brazil) / Portugues (Brasil)
Japanese / 日本人
Mandarin / 普通话
German / Deutsch
Italian / Italiano
Spanish / Español
Our goal is to change the face of 3D facial animation. While many existing solutions automate, we’ve developed an innovative system that not only automates, but allows for the animator to retain artistic control.
Our team is not afraid to challenge conventional thinking about automated speech or facial animation. We strive to build solutions that not only work, but surpass current solutions. Our team members are both artists and scientists. Grounded in a deep understanding of anatomy, perception, language and craft, our process is unapologetically procedural at it’s core. We get results that work, automate the process and most importantly, humanize it.
Over the last two years we’ve worked with many customers, from AAA and independent game studios, animation and VFX houses and mobile device companies. We’ve learned that our users are looking for more than just software, but the means with which they can completely transform the way character animation teams work.
And we are happy to help.
Manager & PMO
Want to join an exciting start-up team developing groundbreaking tools and solutions for next gen 3D animation applications? We are currently expanding our team and looking for self-motivated, team oriented individuals to fill the following positions:
• Unreal Software Engineer
• Animator & Character Rigger
• Sales Engineer
Contact firstname.lastname@example.org for a contract description and application instructions.
Our research team are leaders in the area of speech animation whose recent contributions to the field include resurrecting the long dormant area of procedural speech (SIGGRAPH 2016) and also for new work in deep learning based real-time speech (SIGGRAPH 2018). U of T PhD student Pif Edwards is continually breaking new ground with his graduate research that will provide a disruptive speech-centric workflow for character animation. The facial animation tools in the current industry standard for modelling and animation since 1998 Autodesk Maya (technical Oscar in 2003), were singularly designed and developed by JALI co-founders Karan Singh and Chris Landreth. Landreth’s award winning films Bingo (Genie 1998), Ryan (Oscar 2005), Spine (Genie nomination 2009), have been lauded for the expressive quality of their animated characters and faces. Fellow of the Royal Society of Canada, Eugene Fiume, likewise is a pioneer in computer graphics served as Director of Research at Alias|wavefront (now Autodesk)
ACM SIGGRAPH 2016. (US pat. pending).
ACM SIGGRAPH 2018.
The JALI team is continually driving innovation through collaborative research and development.
To propose a project contact email@example.com
We are proud to live and work in the vibrant city of Toronto, which prospers from it’s growing tech, entertainment and interactive industries, and the numerous colleges and universities that nurture a rich talent pool and relentless innovation.
We would be thrilled to hear from you regarding potential partnerships, licensing, or general ideas you'd love to see implemented.