Bytedance | Omnihuman v1.5

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bytedance-omnihuman-v1.5

OMNIHUMAN

Omnihuman v1.5 is an upgraded generation model that creates videos from a human image and an audio input, producing vivid, high-quality results with expressive movements and emotionally responsive performance.

Avg Run Time: 280.000s

Model Slug: bytedance-omnihuman-v1-5

Release Date: January 8, 2026

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API & SDK

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Readme

Table of Contents
Overview
Technical Specifications
Key Considerations
Tips & Tricks
Capabilities
What Can I Use It For?
Things to Be Aware Of
Limitations

Overview

OmniHuman-1.5 (often written as OmniHuman 1.5 or Omni Human 1.5) is a human-centric generative model developed by ByteDance for producing high-fidelity avatar video from a single reference image and an accompanying audio track. It is positioned as an evolution of the earlier OmniHuman-1 research model, extending its capabilities for longer clips, more stable identity preservation, and more expressive motion. The model is typically exposed via an image-to-video style API where the primary inputs are a portrait or full-body image and an audio file (speech, narration, or dialogue).

Technically, OmniHuman-1.5 combines diffusion-based video generation with multimodal conditioning over image, audio, and optional text prompts. According to public descriptions and integrator documentation, it focuses on identity stability, accurate lip synchronization, and context-aware gestures across varied camera framings (portrait, half body, full body) and stylizations (realistic, stylized avatars, cartoons). This makes it particularly suitable for digital human avatars, talking heads, explainer-style videos, and character-driven content. Its uniqueness in user reports lies in its strong lip-sync quality from arbitrary audio, expressive yet not overly jittery body motion, and robustness to different character styles compared with more generic image-to-video models.

Technical Specifications

  • Architecture: Diffusion-based human video generation model with multimodal (image + audio + optional text) conditioning and motion diffusion; derived from the OmniHuman research line by ByteDance.
  • Parameters: Not publicly disclosed by ByteDance as of the latest available information. No credible parameter count is reported in technical blogs or community threads.
  • Resolution:
  • Typical output resolutions reported around 720p to 1080p for avatar-style videos, with many integrations emphasizing “high fidelity” and “professional” quality clips.
  • Some deployments mention up to 1080p for short clips in related ByteDance video models, suggesting OmniHuman-1.5 is optimized for HD vertical/horizontal social-video use rather than 4K cinema.
  • Input/Output formats:
  • Input:
  • Single reference image (portrait or full body), usually PNG or JPEG.
  • Audio file (speech or narration), commonly WAV or MP3.
  • Optional short text prompt or control hints to guide emotion, style, or behavior (depending on the integration).
  • Output:
  • Short video clip (MP4 or similar container with H.264/H.265 codec in most toolchains) containing an animated avatar with synchronized lips and gestures.
  • Performance metrics:
  • No formal academic benchmark paper specific to OmniHuman-1.5 is publicly referenced in search results.
  • Integrators and community reviews emphasize:
  • High lip-sync accuracy and temporal alignment with phonemes.
  • Good identity preservation and facial consistency over multi-second clips.
  • Subjectively “smooth” and “natural” motion with limited jitter compared to earlier avatar models.
  • Latency and throughput numbers are not standardized publicly, but practical user feedback suggests near real-time to tens-of-seconds generation times for clips of a few seconds, depending on hardware.

Key Considerations

  • The model is specialized for human-centric video; it excels when the input is a clear human (or human-like avatar) image and speech-focused audio. Non-human subjects (objects, landscapes, animals) are not the intended domain and often yield poor or unstable motion.
  • High-quality, well-lit reference images with clear facial features significantly improve identity stability and lip-sync alignment. Low-resolution, heavily filtered, or occluded faces tend to produce artifacts or unstable facial geometry.
  • Audio quality is critical: clean, intelligible speech with limited background noise yields better mouth shapes and timing. Clipped, noisy, or highly compressed audio can cause off-sync lip movement or unnatural visemes.
  • The model works best for front-facing or three-quarter view faces. Extreme angles, strong profile views, or highly obstructed faces may reduce lip-reading fidelity and emotional expressiveness.
  • Overly long clips can introduce drift in expression and pose; several user reports and integrator docs recommend segmenting longer scripts into shorter chunks and generating multiple clips rather than a single extended sequence.
  • There is a typical quality versus speed trade-off where higher sampling steps or higher output resolution improve detail and motion smoothness but increase generation time. Users often adjust resolution and clip length to meet latency constraints.
  • Prompting for very exaggerated or physically implausible motion can lead to clipping, jitter, or unnatural behavior because the motion prior is trained around realistic human gestures and conversational body language.
  • When using stylized avatar images (cartoons, 3D characters, illustrations), results are generally good but can occasionally show mouth deformations or mismatched style in the mouth region, as the model tries to map phoneme shapes onto non-realistic facial structures.
  • For production workflows, consistent character appearance across multiple videos is best achieved by reusing the same high-quality reference image rather than slightly varied poses or crops, which can change details like hairstyle edges or lighting.

Tips & Tricks

  • Optimal parameter settings (where exposed by the hosting stack):
  • Use moderate-to-high diffusion steps for final renders (for example, a “quality” or “high” preset) when lip-sync accuracy and facial detail are more important than speed.
  • Keep clip duration in the short-form range (e.g., 5–20 seconds) per generation; stitch clips later for longer narratives to avoid motion drift and identity instability.
  • Choose HD resolution (e.g., 720p) for iterative previews and 1080p only for final outputs to balance iteration speed and visual quality.
  • Prompt structuring advice (when text conditioning is available):
  • Provide concise, behavior-oriented prompts such as “calm, professional presenter speaking to camera,” “enthusiastic product explainer with expressive hand gestures,” or “empathetic support agent, gentle facial expressions.”
  • Avoid mixing too many conflicting emotional or style instructions in one prompt (e.g., “serious and comedic and angry”) as this can confuse motion synthesis and lead to erratic gestures.
  • If style transfer is supported, keep style instructions separated from behavior, e.g., “anime-style character, gentle smile, subtle head nods, speaking calmly.”
  • Achieving specific results:
  • For professional presenter videos, use a clean portrait, neutral background, and a prompt emphasizing subtle gestures and eye contact. This tends to produce steady, confidence-inspiring avatars suited to explainer content and corporate communications.
  • For more expressive social content, mention “more expressive hand and head movements” or “energetic body language” in the prompt, paired with upbeat or dynamic audio to encourage richer motion without overexaggeration.
  • For multilingual use, supply audio in the target language; OmniHuman-1.5 follows the phonetic information in audio rather than text, so lip-sync quality is primarily tied to the spoken track, not the text prompt.
  • Iterative refinement strategies:
  • Start by generating a short, low-resolution test clip to validate that identity, lip sync, and motion style match your expectations. Once satisfied, regenerate with higher resolution and full clip length using the same inputs.
  • If lip-sync appears slightly off, re-check audio pre-processing: trim silence at start/end, normalize volume, remove background noise, and ensure there is no offset between audio and intended speech timing.
  • If the avatar’s expression is not appropriate (too neutral or too animated), adjust the prompt language (e.g., “minimal gestures, mostly facial expression changes” vs. “highly animated with frequent head tilts and hand motions”).
  • Advanced techniques:
  • For consistency across a series (e.g., an ongoing virtual host), standardize the reference image framing (same crop, angle, lighting) and process audio with a consistent microphone chain and loudness level. This reduces run-to-run variability.
  • When using stylized characters, pick images with clear mouth structure and avoid extreme stylization around the lips. Users have reported better stability when the character’s mouth is well-defined even in cartoon styles.
  • If the integration supports seed control, lock the random seed once you find a pleasing motion pattern to reproduce similar gesture patterns across multiple takes with different audio, or vary the seed to explore diverse motions from the same inputs.

Capabilities

  • Generates high-fidelity avatar videos from a single still image and an audio file, producing natural-looking talking head or upper-body clips with realistic lip synchronization.
  • Maintains strong identity consistency, preserving facial features, hairstyle, and general appearance of the reference image across time, even for multi-second sequences.
  • Supports a wide range of human depictions, including standard portraits, full-body shots, and stylized or cartoon-like avatars, with robust generalization reported in community discussions.
  • Produces expressive facial expressions and context-aware gestures (head nods, subtle body movement, occasional hand motion depending on framing), improving the sense of presence compared with rigid talking-head models.
  • Handles varied audio content, including conversational speech, narration, and scripted presentations, with high lip-sync accuracy tied to phonetic structure rather than language alone.
  • Integrates well into automated content pipelines for generating batches of avatar clips from lists of images and audio files, enabling scalable production of digital human content.
  • Demonstrates good robustness to small variations in the reference image, lighting, and backgrounds, although highest quality is observed with studio-like, clean portraits.

What Can I Use It For?

  • Professional applications:
  • Creating virtual presenters for marketing videos, product explainers, onboarding content, and corporate training, where a consistent digital host delivers scripted speech.
  • Generating localized avatar videos for multilingual campaigns by reusing the same character image and swapping in audio tracks in different languages, as reported in marketing and e-learning case studies.
  • Producing AI-based support agents or FAQ avatars for websites and internal tools, allowing organizations to present a consistent human face to users without repeated live recording.
  • Creative projects:
  • Character-driven storytelling, where artists and writers create static character art and then animate it into voice-acted scenes or monologues using recorded or AI-generated audio, as showcased in creator communities and demo reels.
  • Social media content, including short-form clips for platforms that favor face-to-camera talking videos, enabling creators to appear as stylized avatars or alternate personas.
  • Music and spoken-word visuals, such as animated performances, lyric recitations, or fictional characters reading poetry or dialog.
  • Business use cases:
  • Automated production of sales outreach or personalized greeting videos by combining client-specific scripts with a consistent digital salesperson or host.
  • Rapid A/B testing of message framing and delivery style using the same avatar but different scripts, tones, or emotional delivery styles in audio.
  • HR and internal communications content where a virtual representative delivers updates, policy explanations, or internal training segments.
  • Personal and open-source projects:
  • GitHub-hosted experiments integrating OmniHuman-style models into pipelines for VTuber-like avatars, stream overlays, or automated video responses, often pairing TTS with avatar generation for fully automated agents.
  • Educational tools where teachers or independent educators create simple avatar narrators for courses without recording video themselves.
  • Industry-specific applications:
  • Media and entertainment: proof-of-concept virtual hosts, character demos, synthetic actors for previsualization, or quick storyboard-like animated dialog.
  • EdTech and language learning: avatars demonstrating pronunciation, offering dialogue practice, or narrating exercises in multiple languages.
  • Customer engagement and fintech/retail use cases where an avatar explains product features or walks users through processes in a more human-friendly format.

Things to Be Aware Of

  • Experimental or emergent behaviors:
  • Some users note that for extremely expressive or high-energy audio (shouting, laughter, very fast speech), the model can occasionally over-exaggerate mouth shapes or introduce brief facial distortions, especially on stylized avatars.
  • Very long audio segments can cause gradual drift in head pose or subtle changes in expression over time; segmentation into smaller clips is a commonly recommended workaround.
  • Known quirks and edge cases:
  • Inputs with heavy occlusions (hands covering mouth, large microphones, masks) often yield inconsistent mouth motion or strange artifacts where the model tries to infer hidden parts of the face.
  • Highly stylized images without clear facial structure, such as abstract art or extreme caricatures, may result in inconsistent or uncanny mouth movements as the model attempts to map phonemes to non-standard shapes.
  • Rapid head turns or dramatic viewpoint changes are not typical outputs; the model prefers relatively stable framing with subtle pose variations.
  • Performance considerations:
  • Higher resolution and higher-quality settings significantly increase computation time; user benchmarks indicate that moving from preview (lower resolution) to production (1080p) settings can more than double generation latency for the same clip length.
  • GPU memory requirements are non-trivial for HD video generation; several user reports indicate that mid-range GPUs may need shorter clip durations or reduced resolution to avoid memory pressure.
  • Consistency and reliability:
  • Re-running the same inputs can yield slightly different micro-gestures and motion unless a seed is fixed; this stochasticity is desirable for variation but must be managed for strict reproducibility.
  • Identity is generally stable, but small changes in crop or lighting across sessions can cause minor deviations in hairstyle edges, eye highlights, or background integration, which matters in tightly controlled branding environments.
  • Positive feedback themes:
  • Many practitioners praise OmniHuman-1.5 for its strong lip-sync accuracy and overall naturalness of motion relative to older avatar systems, especially when driven by clean speech audio.
  • Users highlight its robustness across various portrait styles and the ease of going from a single still image and audio to a complete, polished-looking video, lowering the barrier for non-experts.
  • Common concerns or negative feedback:
  • Some users note occasional uncanny-valley moments, particularly when the audio emotion does not match the visual expression (e.g., highly emotional speech with relatively neutral facial output, or vice versa).
  • There are concerns about limited direct fine-grained control over specific gestures or framing; the model’s motion prior is not yet at the level of keyframe animation or motion-capture-grade control.
  • Ethical and legal questions about synthetic humans and voice-driven avatars are raised in community discussions, especially regarding consent, impersonation, and deepfake misuse potential, though these are ecosystem-level concerns rather than model-specific mechanics.

Limitations

  • The model is specialized for human avatar video and is not suitable for general-purpose video generation of arbitrary scenes, complex multi-object physics, or non-human-centric content.
  • Fine-grained control over motion, pose, and camera path is limited; it is best understood as a high-level “performance synthesis” system rather than a precise animation or motion-design tool.
  • Very long-duration videos, extreme facial stylization, or severely degraded input images can lead to instability, drift, or visual artifacts, making OmniHuman-1.5 less optimal for long-form production or highly abstract visual styles.

Pricing

Pricing Type: Dynamic

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