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Live2d animator hide parts
Live2d animator hide parts












live2d animator hide parts
  1. #Live2d animator hide parts how to#
  2. #Live2d animator hide parts verification#
  3. #Live2d animator hide parts tv#

#Live2d animator hide parts tv#

・ Hero Beta (Live2D’s first TV commercial) ・ Beyond Creation (original short animation that has been played over 1.1 million times) doing.Ĭlick here for the official website of “Live2D Creative Studio”

#Live2d animator hide parts verification#

With the awareness that each and every one of us is developing Live2D by sending out attractive Live2D works all over the world, we will conduct verification to develop it into a tool that is easier to use and research to create epoch-making expressions. Happy to try and answer specific questions.“Live2D Creative Studio” is a “professional Live2D designer team belonging to Live2D”. I find it pretty useful to use ch to do simple animations quickly. i had a few more if you google search htc vive and adobe characte aniamator. Oh, if you like funky stuff, i tried hooking HTC vive hand controllers up to generate midi events which i fed into moving both hands and body etc of a puppet. And you cannot define custom behaviors (yet). I have not seen much advanced stuff - i think because you cannot share them (easily) beyond a puppet. Happy to answer questions here This forum and a few youtube channels are the best resources I know of. Because live your mouse can only control one dragger at a time (eg one hand) so to do a two handed live gesture you need to use a replay i think. You can (recently) prerecord sequences as replays and play them back. change hand positions) which can be triggered from keyboard or midi device. You can do triggers to swap in/out artwork (e.g. You can do human walk (i rarely use it myeslf). You can do profiles for head and body turns. You have two choices for mouth - viseme based and nutcracker. There are things like the Face behavior for controlling the face, eyebrows, etc live. Sticks to stop bending, draggers for points you and control with the mouse. So its more you have a fixed set of capabilities and you try to use them in novel ways. Currently no way to build up such a library and share between puppets. So there is no animal walk behavior, no snake slither behavior etc. But you cannot create your own behaviors. So you need lots of tags for walk to work. They look for the tags to understand the puppet structure. Where you need to tag things is when using the built in behaviors. You can do anything with this - make spider legs etc.

live2d animator hide parts live2d animator hide parts

Instead there are sticks to stop flexing in certain points. (No comment if better or worse - it's just different.) For example you don't have the same sort of bone system as in other tools I have seen. I think the mental model of CH is a bit different to some of the other apps.

#Live2d animator hide parts how to#

I've been combing through the documentation on how to go about this, but it hasn't been helpful.Ĭan anyone recommend a tutorial that exists or can Adobe make a tutorial that shows experienced animators coming from other software, or how to make a custom rig? What if I want to make a spider character? Or a cat, or a snake? How would I go about doing this? I get that this might be useful for beginners, but I just want to make my own bones for my own, specific characters, which do specific things. I'm trying to create a puppet that doesn't use the default rig, which it seems like I'm being forced to by tagging everything to the premade puppet system. But so far, I'm about ready to tear my hair out. I also expected it to be more robust than the product I assume it's trying to compete with, Live2d, for creating streaming and animation puppets that had fairly limiting parameters. I bought Ch because the idea of creating "live" animations, where I could just move a puppet in real time with a mouse or keyboard prompt seemed much easier than manually setting keyframes especially since I'm planning on creating puppets that are synced to voice recordings for some videos I want to make. I've never had a problem rigging something up with either, and it wasn't hard to do something unusual or specific. Live 2D has you build custom behaviors into toggles and keyframes, and Spine2D adopts the more traditional bone system, where I basically associate image layers with a system of lines that have their own behaviors and run through the puppet. I come from a game animation background I taught myself Live2d over a weekend (back when the documentation was literally just the japanese text run through Google translate.), and I was a very early adopter of Spine2D I've used both to make hundreds of puppets.














Live2d animator hide parts