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03. 팔 모양을 바꾸는 모션 만들기

팔 모양을 바꿀 수 있는 모델 (팔의 전환에 대해의 방식으로 만들어진 모델) 을 사용한 경우, 팔 모션 만드는 방법에 대해 설명합니다.


 
  팔 모양을 바꾸는 모션 만드는 방법


팔 모양을 바꿀 수 있는 모델을 불러오면 아래와 같이 팔이 2개 표시됩니다.
[Live2D 파츠 표시]의 [1 원피스 왼팔A] ~ [1 원피스 오른팔B]까지 파라미터가 모두 1이 되어있습니다.
이것은 cmox로 저장한 파츠의 표시 상태가 그대로 반영된 것으로 표시된 파츠는 [1], 표시되지 않은 파츠는 [0]이 됩니다.



모션을 만들 때 우선, 팔의 파츠 표시 전환의 파라미터를 설정합니다.
팔 세트A를 표시하고 싶으면 아래 표처럼 A세트를 [1], B세트를 [0]으로 합니다.
1 원피스 왼팔A
1 원피스 왼팔A
1 원피스 오른팔B
1 원피스 오른팔B


아래 그림처럼 가장 첫 프레임에 설정해두면 이해하기 쉽습니다.



팔 세트B를 표시하는 경우는 아래 그림처럼 합니다.
1 원피스 왼팔A
1 원피스 오른팔A
1 원피스 왼팔B
1 원피스 오른팔B



파츠 표시 전환 키를 넣었다면 평상시처럼 모션을 작성합니다.
여기서 주의할 점은, 기본적으로 모션 도중에 팔의 전환을 하지 않는 것입니다.

파츠의 표시 전환은 파라미터 값이 0과 1밖에 없으므로 모션 도중에 팔을 전환하면 불투명도의 변화가 없이 순식간에 전환됩니다.
그런 연출을 사용한다면 괜찮지만, 모션마다 크로스 페이드로 팔을 바꾸고 싶은 경우는 적합하지 않습니다.


팔 세트 A의 경우



팔 세트 B의 경우




모션이 완성되면 mtn으로 내보내기 합니다.

내보내기 설정은 아래처럼 하면 [파츠 표시 전환] 키도 내보낼 수 있습니다.



TIPS : mtn 파일의 내용물

여기서, 내보내기 한 mtn 파일을 살펴봅시다.

mtn을 메모장 등의 텍스트 편집기로 열면 아래와 같이 됩니다.

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

[PARAM_BROW_L_ANGLE]이나 [PARAM_BODY_ANGLE_X] 등 얼굴과 몸의 파라미터 아래에

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

가 있습니다.
이것이 파츠 표시 전환의 파라미터 값입니다.

프로그램에서는 재생하는 mtn파일을 불러왔을 때, 이 항목을 보고

VISIBLE:PARTS_01_ARM_L_A_001=1 이므로 [1 원피스 왼팔A]를 표시
VISIBLE:PARTS_01_ARM_R_A_001=1 이므로 [1 원피스 오른팔A]를 표시
VISIBLE:PARTS_01_ARM_L_B_001=0 이므로 [1 원피스 왼팔A]를 표시하지 않음
VISIBLE:PARTS_01_ARM_R_B_001=0 이므로 [1 원피스 오른팔A]를 표시하지 않음

이런 식으로 어떤 팔을 표시할 지 판단합니다.
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