FaceRig

FaceRig

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exemoss Jul 4, 2018 @ 7:24pm
How to use Pursed Lips with Live2D?
I made live2D model with PARAM_MOUTH_FORM set lowering the corner of the mouth from 0 to -1 ,and raise mouth corners from 0 to 1.
And when loading the model,raise mouth corners(PARAM_MOUTH_FORM 0 to 1) is reflected nicely, but lowering the corner of the mouth(PARAM_MOUTH_FORM 0 to -1) doesn't work.
I thought PARAM_MOUTH_FORM(0 to -1) is tied up to "Pursed Lips", so checking "Pursed Lips" at Expression Unit(I use FaceRig with Japanese UI,so this name may not be accurate),but sensor is worked.
I use the default 3D model as a trial,Pursed Lips is worked.

I want to know what FaceRig param ID is tied up with PARAM_MOUTH_FORM(0 to -1), or how to deal with this situation...
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Sue Jul 4, 2018 @ 8:39pm 
I've been extensively learning about that issue, no matter how you try Facerig will never reach negative values on the mouth despite how their documentation is telling the threshold is -1 to 1.
I made a thread about it in this link below, you can see developer answer to it as well:
https://steamcommunity.com/app/274920/discussions/8/2183537632749025323/

In the end I compromised by using 0 as min value of PARAM_MOUTH_FORM to max value to 1.
So instead of -1 to 1, you should use 0 to 1. In my case it's working well.

As for the expression units, I found these sliders is affecting on the mouth shape movement of Live2D:

- Jaw Drop = Open/close mouth state.
- Lip Stretch Left = Affecting mouth state from neutral to smile
- Lip Unsure Right = Affecting mouth state from neutral to frown/pursed(?)

I've been considering to write a guide on how to optimizing facial tracking of Live2D avatar for both creator and users. I hope I can do it in near future.
exemoss Jul 5, 2018 @ 1:24am 
Originally posted by Sue:
I've been extensively learning about that issue, no matter how you try Facerig will never reach negative values on the mouth despite how their documentation is telling the threshold is -1 to 1.
I made a thread about it in this link below, you can see developer answer to it as well:
https://steamcommunity.com/app/274920/discussions/8/2183537632749025323/

In the end I compromised by using 0 as min value of PARAM_MOUTH_FORM to max value to 1.
So instead of -1 to 1, you should use 0 to 1. In my case it's working well.

As for the expression units, I found these sliders is affecting on the mouth shape movement of Live2D:

- Jaw Drop = Open/close mouth state.
- Lip Stretch Left = Affecting mouth state from neutral to smile
- Lip Unsure Right = Affecting mouth state from neutral to frown/pursed(?)

I've been considering to write a guide on how to optimizing facial tracking of Live2D avatar for both creator and users. I hope I can do it in near future.

Thank you for answering!
I should made it to know your thread earlier...

At least,I conquered this problem like that before I made this thread.
Anyway, I'm glad I understood that this phenomenon is not a matter of my own environment but a specification.
I think the user guide is a very good idea! I'll keep my fingers crossed.
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Date Posted: Jul 4, 2018 @ 7:24pm
Posts: 2