FaceRig

FaceRig

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Kaitty Jan 19, 2016 @ 10:45am
Having an object or axis animated continously?
I'm trying to figure out if I can have an axis animated indefinitely and linearly (a value of 0 fading to 1, then starting from 0 again to loop)

My only solution right now is to hook objects into the breathing axis, since that is constantly moving; but it doesn't animate in a smooth fashion since the breath holds at each end value, so my result is this: http://gfycat.com/BadGracefulGilamonster

(The eyes are what I'm animating, the 'animation' goes back and fourth by fading between objects working like frames)
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Showing 1-7 of 7 comments
FurRiffic Jan 19, 2016 @ 1:12pm 
Stupid suggestion maybe (not a dev nor artist, just something I thought off) But how about making the begin and end of the animation half the time? That way, the "stop" moment for the breathing does the doubling to a "full" timeframe, making it just as long as the normal-length center frame(s) of the animation.
Carmen the Human Minion  [developer] Jan 20, 2016 @ 4:34am 
Hi Kaittycat,

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.
MagevoPakiAve<3 Jan 20, 2016 @ 8:14am 
I've done a long time ago what furrific said, it works, but if you want the smoothness, you need to set up a lot of frames in the breathing parameter.

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.
Last edited by MagevoPakiAve<3; Jan 20, 2016 @ 8:17am
Kaitty Jan 23, 2016 @ 2:02pm 
Originally posted by FurRiffic:
...how about making the begin and end of the animation half the time? That way, the "stop" moment for the breathing does the doubling to a "full" timeframe, making it just as long as the normal-length center frame(s) of the animation.

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!


Originally posted by Carmen the Human Minion:
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...

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.



Originally posted by Tankezone:
I've done a long time ago what furrific said, it works, but if you want the smoothness, you need to set up a lot of frames in the breathing parameter.

Same thing as the first reply, but thank you for your help!
MagevoPakiAve<3 Jan 23, 2016 @ 9:14pm 
Originally posted by Kaittycat:
Originally posted by FurRiffic:
...how about making the begin and end of the animation half the time? That way, the "stop" moment for the breathing does the doubling to a "full" timeframe, making it just as long as the normal-length center frame(s) of the animation.

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!


Originally posted by Carmen the Human Minion:
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...

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.



Originally posted by Tankezone:
I've done a long time ago what furrific said, it works, but if you want the smoothness, you need to set up a lot of frames in the breathing parameter.

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.
Kaitty Jan 24, 2016 @ 2:52pm 
Originally posted by Tankezone:
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
MagevoPakiAve<3 Jan 24, 2016 @ 5:04pm 
Originally posted by Kaittycat:
Originally posted by Tankezone:
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
Then your only options are to integrate animations and create a macro or the most annoying one, to time your frames with the speed of the parameter to achieve the desired speed/animation... Which is in my opinion, possible, but a pain in the butt and not really worth it. I would rather go for the macro.
Last edited by MagevoPakiAve<3; Jan 24, 2016 @ 5:22pm
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