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03. Creating motions for witching arms



 
 
How to create motions when parts can be switched

When you first load a model with different sets of switchable arms, it will appear as following
In the [Live2D Parts] drop down list, you will find that all parts of Arm Set A and Arm Set B have been set to the value of [1].
Just as they are set in the cmox file, both sets of arms have been imported as a displayable part. Hidden parts have the value of [0]



When creating a motion, decide on which sets of arms you would like to display
At the beginning of the motion, set the Arm Set A to the value of [1] and Arm Set B to the value of [0]

Dress Arm Set A (Left)
Dress Arm Set A (Right)
Dress Arm Set B (Left)
Dress Arm Set B (Right)


It's easy to understand once you've actually set the values in the timeline, it will look like the image below.



To reverse the desplayable parts and show Arm Set B:

Dress Arm Set A (Left)
Dress Arm Set A (Right)
Dress Arm Set B (Left)
Dress Arm Set B (Right)



A keyframe will be added automatically once the value of the part changes.
An important note: Do not switch parts in the middle of a motion!

Since it is not a functioning parameter adjusted in the Editor, there will be no transition between the switched parts!
The switching will change abruptly, so unless it is softened by a fade effect or a transition, it is not advised to use this in the middle of a motion.


The case of Arm Set A



The case of Arm Set B




When you are done with the motion, Export the .mtn file.
Export settings are as follows: Parameters [keyed Parameters] Parts {Keyed Parts]



TIPS: the contents of the mtn file

Here, let's look at the exported mtn file.

When you open the mtn in a text editor such as Notepad, it will look like this

haru_normal_01.mtn

# Live2D Animator Motion Data
$fps=30
PARAM_BROW_L_ANGLE=0
PARAM_ANGLE_Z=0,-0.24,-0.88,-1.85,-3.06,-4.4,-5.82,-7.22,-8.53,-9.69,-10.66,-11.39,-11.84,-12,-11.73,-10.97,-9.77,-8.2,-6.36,-4.24,-1.93,0.51,3,5.49,7.93,10.24,12.36,14.2,15.77,16.97,17.73,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
PARAM_BODY_ANGLE_X=0,-0.07,-0.21,-0.38,-0.57,-0.73,-0.87,-0.97,-1,-0.93,-0.75,-0.48,-0.16,0.16,0.48,0.75,0.93,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
PARAM_BODY_ANGLE_Y=0
PARAM_BODY_ANGLE_Z=0,-0.07,-0.21,-0.38,-0.57,-0.73,-0.87,-0.97,-1,-0.92,-0.71,-0.38,0.05,0.54,1.08,1.64,2.21,2.77,3.3,3.77,4.19,4.53,4.79,4.95,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
PARAM_ARM_R_B=0
PARAM_BREATH=0
PARAM_ANGLE_Y=0,0.21,0.76,1.55,2.54,3.63,4.78,5.93,7.06,8.11,9.06,9.84,10.46,10.86,11,10.86,10.49,9.93,9.22,8.41,7.52,6.57,5.63,4.66,3.75,2.89,2.09,1.39,0.82,0.38,0.1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
PARAM_BROW_R_Y=0
PARAM_ANGLE_X=0
PARAM_BROW_R_X=0
PARAM_MOUTH_OPEN_Y=0,0,0,0,0,0,0,0,0.36,0.73,0.36,0,0.004,0.008,0.39,0.77,0.68,0.59,0.3,0.02,0.29,0.57,0.48,0.4,0.31,0.22,0.44,0.67,0.45,0.24,0.12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
PARAM_MOUTH_FORM=1
PARAM_EYE_L_OPEN=0
PARAM_BUST_Y=0
PARAM_EYE_FORM=0
PARAM_EYE_L_SMILE=1
PARAM_BROW_L_FORM=0
PARAM_EYE_BALL_FORM=0
PARAM_BROW_L_X=0
PARAM_BROW_L_Y=0
PARAM_BROW_R_ANGLE=0
PARAM_EYE_R_SMILE=1
PARAM_ARM_R_A=0.5,0.5,0.5,0.5,0.5,0.497,0.487,0.473,0.456,0.436,0.42,0.39,0.374,0.357,0.343,0.333,0.33,0.337,0.354,0.38,0.4,0.43,0.46,0.48,0.51,0.524,0.536,0.54,0.539,0.535,0.531,0.526,0.521,0.515,0.511,0.506,0.503,0.501,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5
PARAM_BROW_R_FORM=0
PARAM_EYE_R_OPEN=0
PARAM_TERE=0
PARAM_HAIR_BACK=0,0.03,0.1,0.21,0.33,0.46,0.58,0.69,0.76,0.79,0.76,0.7,0.6,0.47,0.34,0.2,0.05,-0.09,-0.22,-0.34,-0.44,-0.51,-0.56,-0.58,-0.571,-0.55,-0.5,-0.45,-0.39,-0.32,-0.24,-0.16,-0.07,0.01,0.09,0.17,0.24,0.3,0.35,0.4,0.42,0.43,0.419,0.39,0.36,0.33,0.31,0.28,0.266,0.26
PARAM_HAIR_FRONT=0,0.02,0.08,0.17,0.27,0.38,0.48,0.57,0.63,0.65,0.63,0.57,0.49,0.4,0.29,0.17,0.06,-0.06,-0.16,-0.26,-0.33,-0.4,-0.44,-0.45,-0.442,-0.42,-0.38,-0.33,-0.28,-0.21,-0.14,-0.07,0.01,0.09,0.16,0.23,0.3,0.35,0.4,0.44,0.46,0.47,0.454,0.42,0.37,0.33,0.29,0.25,0.23,0.22
PARAM_ARM_L_A=0.5,0.5,0.5,0.5,0.5,0.497,0.489,0.477,0.461,0.444,0.425,0.406,0.389,0.373,0.361,0.353,0.35,0.356,0.371,0.39,0.42,0.44,0.47,0.49,0.51,0.526,0.536,0.54,0.539,0.535,0.531,0.526,0.521,0.515,0.511,0.506,0.503,0.501,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5
PARAM_EYE_BALL_X=0
PARAM_EYE_BALL_Y=0
PARAM_ARM_L_B=0
VISIBLE:PARTS_01_ARM_L_A_001=1
VISIBLE:PARTS_01_ARM_R_A_001=1
VISIBLE:PARTS_01_ARM_L_B_001=0
VISIBLE:PARTS_01_ARM_R_B_001=0

Under the parameters of the face and body, such as "PARAM_BROW_L_ANGLE" and "PARAM_BODY_ANGLE_X", you will find the parameters to control the Arms
There are further details such as

VISIBLE:PARTS_01_ARM_L_A_001=1
VISIBLE:PARTS_01_ARM_R_A_001=1
VISIBLE:PARTS_01_ARM_L_B_001=0
VISIBLE:PARTS_01_ARM_R_B_001=0

                     This controls the visibility of parts

                     So when you are working with the .mtn file in another invironment, you can simply look at these values

VISIBLE:PARTS_01_ARM_L_A_001=1 だから 「1 ワンピース 左腕A」を表示
VISIBLE:PARTS_01_ARM_R_A_001=1 だから 「1 ワンピース 右腕A」を表示
VISIBLE:PARTS_01_ARM_L_B_001=0 だから 「1 ワンピース 左腕A」を非表示
VISIBLE:PARTS_01_ARM_R_B_001=0 だから 「1 ワンピース 右腕A」を非表示

And now you can control which parts to show and which ones to hide without having to go back to Animator every time.
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