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Notes

Here you will find notes on exporting with Animator
A. Exporting image and video production using QuickTime, such as AVI
B. Exporting of motion (.mtn) to be used at the time of real-time rendering, such as games and apps.

It is as follows


    Exporting Videos

Video is generally exported exactly at is shown in the main editing window, since all parameters have been keyed manually, there is no room for surprises.



    Exporting (.mtn) files for real time rendering

Some motions set up in the Animator are automatically overridden inside the invironment of the app or game you are creating.
Hair movements, breathing, and blinking are affected often, and may appear differently from what you set them up to look like in Animator.

Basics
-Face, Body and Eye positions are generally reflected the same way you set them up to be in Animator
- Hair physics: Animator settings will be overridden by the rendering program
- LipSync: Animator settings will be overridden by the rendering program
- Position and Scaling: Animator settings will be overridden by the rendering program


Adding a Keyframe to the beginning of the timeline
-Hair physics and Breathing are overridden anyway, so it's okay to have a keyframe for them at the beginning of the timeline when adding with CTRL + Left Click.


Do not have major pose changes in the first second
Unless it is the default pose and you would like it to override everything, do not create a motion with a major change in pose within the first second of the motion.
Otherwise, it might conflict with the previous motion, where some parts will inherit values you do not want and move accordingly.



Attention! Do not create a blinking motion on the first and last second of a motion!
-As explained in the Fade documents, it is unadvised to add Blinking to the first and last seconds of a motion as this may cause the eye to be stuck in a half-blinking form for the rest of the motions that follow
-The same applies for the smiling-eye parameters, as you need to be aware of how these changes are carried over inside the app. Instead, create a motion with a smiling or closed-eye state at the very beginning so it would override whatever previous eye state there is.
※ Click here to read more about Creating Motions for Apps
http://sites.cybernoids.jp/cubism2/animator/technic/about-fade

Creating eye motions for a the [idle] pose
Since the fade time for idling poses is generally longer, avoid creating a blinking motion on the first and last seconds of an idling motion.


Exporting mtn settings dialogue

Parameters: Keyed Parameters
Parts: Keyed Parts


Switching between different arms
- Select which set of arms to display using the proper parameters
- Set the unused set of arms to be [hidden] by hiding them in the [Show Live2D Parts] timeline options.



Some of these settings vary by program and app.
Please consult with the programmer on how to approach the animation process accordingly.


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