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At the moment, the only way you can play a continuously animation is by creating a Live2D motion file (.mtn) with your animation looped a number of times, then map it on one of our Special Actions keys (by default Q,W,E,R,T,Y keys). Once you press the key, the animation will be played from start to finish. That's why you need to include in your motion file several animation loops, for obtaining a continuously effect .
You can test this feature on Shizuku avatar for example, note that you need to have Avatar Gallery > Behaviour > Enable Custom Actions switched on.
The motion files can be created with Live2D Cubism Animator.
What Carmen the Human Minion said, is also an option, but it is not infinite unless you have a macro for the keybinded animation that procs every time it ends... Which is kind of annoying if you are doing something besides afking or showing the animations.
This is what I initially tried, but when I tried to add more key frames to the breathing axis, it ended up animating too rapidly for my tastes. Thank you for your help though!
Sadly, not what I really want, since this disables the face tracking while the animation plays. Thanks for your help though. I think the way I have it currently is going to be as good as it gets without more functionality.
Same thing as the first reply, but thank you for your help!
Try playing with the breathing parameter values. Double it's poles values and check what it happens. If it works, you will have more time in between the frames, in other words, your animations will play slower. It might not work, if facerig only play the parameter by a default value... But if it doesn't, then you can do magic.
No go, I tried, but FaceRig only uses the parameter from 0 to 1. It's also as documented here:
https://drive.google.com/file/d/0B8KlsC2kpc7nd0wwcGpiX1hlZ0k/view
If you're curious, this is what the axis looks like as FaceRig uses it.
http://gfycat.com/EnormousGloriousAfricanwilddog