How do I import a custom 2D Animaze Avatar?

How do I import a custom 2D Animaze Avatar?

The 2D avatars can be created using Cubism Editor 3+ (tested with 3.0, 3.1, 3.2 and 3.3 models), then imported in Animaze Editor and further uploaded on the Animaze Storefront. This guideline offers the links you need to discover how to build a 2D character using the Live2D Cubism Editor.

First, go to this website and scroll down to download the editor. You can find the manual for this editor here.

The supported files in Animaze are .model format, while the expressions and the motions are in .json format, placed in two different folders. The textures are placed in a separate folder. 

Animaze needs the information exported with the Cubism Editor, which includes:

➢ special animations (full animations that override tracking remapping) - *.motion3.json files

➢ special poses (certain animation inputs that need to have specific values, without any influence from tracking remapping) - *.expression3.json files

➢ default idle pose (hide certain parts for the default pose) - *.pose3.json file

➢ physics - *.physics.json file

➢ other model info (finding the files mentioned above and also the .moc3, textures etc.) - *.model3.json file

The special animations and the special poses have no restrictions, just that one needs to consider the following behaviors:

• special animations need to end in idle pose, if the character needs to go back to idle pose; if not, it's left in the state of the last frame of animation.

• special poses animation inputs will override tracking retargeting, i.e. if a special pose changes ParamEyeLOpen input to 0 (eye shut), it will not be overridden by face tracking.

 

Note that the materials of a 2D avatar cannot be edited in the Animaze Editor, as everything is done in the Cubism editor.

  

The animation inputs list controlled by Animaze tracking mapping is as follows:

Head movement:

• ParamAngleX - for right to left twist movement.

• ParamAngleY - for down to up movement.

• ParamAngleZ - for right to left lean movement.

Body movement:

• ParamBodyAngleX - for right to left twist movement.

• ParamBodyAngleY - for down to up movement.

• ParamBodyAngleZ - for right to left lean movement.

• ParamBreath - for breathing movement.

Eyes movement:

• ParamEyeBallX - for right to left movement.

• ParamEyeBallY - for down to up movement.

• ParamEyeLOpen - for closed to open left eye movement. The default value for this input is used as eye completely open; going to max value, the eye wide open expression is remapped, while min value to default value is the normal eye close motion.

• ParamEyeROpen - for closed to open right eye movement. The default value for this input is used as eye completely open; going to max value the eye wide open expression is remapped, while min value to default value is the normal eye close motion.

• ParamEyeBallForm - bends eyes contour to complement frown expression.

Eyebrows movement:

• ParamBrowLY - for left eyebrow down to up movement.

• ParamBrowRX - for right eyebrow down to up movement.

• ParamBrowLAngle - for left eyebrow tilting movement.

• ParamBrowLForm - for left eyebrow changing shape movement.

• ParamBrowRAngle - for right eyebrow tilting movement.

• ParamBrowRForm - for right eyebrow changing shape movement.

Mouth movement:

• ParamMouthOpenY - for mouth closed to open movement.

• ParamMouthForm - for sad to smile movement.

Note that all ranges/intervals for the animation inputs aren't restricted, Cubism models can feature any range, the Animaze system will handle the interval correctly.

 

There is a one-step import process into Animaze Editor. Go to Assets, select Import Live 2D Avatar and give the path to model3.json. Animaze runs everything in the background and returns a ready-to-use avatar, that can be further uploaded on the Animaze Storefront.

©2020, Animaze, Inc. and the Animaze logo are registered and/or unregistered trademarks of Holotech Studios Inc.