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Create a Face Expression with the Animator Tool

Create a new project and load the model data

Start up the Animator tool and select "Creating a new project".
In this example, we create a new project with the default setting as below.


Load the model data which you have created.
From the "File" menu select "Open", or drag and drop the .cmox file into the canvas of the Animator tool.


Reduce the image to be inside the canvas.



Scene setting and export the motion

You need only one frame of the face expression for the timeline, so diminish the length to one frame.



The scene name is finally written in the JSON file, so you better to name it which is related with the scene.
If you use a face expression name for the tag, it will be useful when you use the Tag Search later.


Add a key frame only to the part which is connected to face expressions.
Do not add key frames basically to the part which is not connected with the face expressions like "FACE ANGLE XY" or "HAIR".

Remember to pay attention when you decide the Parameter values of "EYE L OPEN", "EYE R OPEN", "MOUTH OPEN", "EYEBALL X", or "EYEBALL Y" that are moved frequently in the motion.

It is recommended not to change the Parameter values of above parts.

"1" for "EYE L OPEN" and "EYE R OPEN".
"0" for "MOUTH OPEN".
"0, 0" for "EYEBALL X" and "EYEBALL Y".
(in our sample "Hibiki", the eyeballs in front do not exist, so the values are "1, 0".)


(It depends on the specification of the game or the applications, so you better to decide it with the staff in Development section.)




Export the motion data

When you complete the face expression scenes, from the "File" menu select "Output Motion Data" to export mtn files.
Make settings as below if you have no special purpose.


Mtn files are exported.

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