Converting Live2D Avatars from Facerig to Animaze

Animaze makes it easy to turn almost any Live2D model into a fully-functioning avatar in a few simple steps. If you have a Live2D model that you would like to use as an Animaze avatar, this guide will tell you how to do it. This guide is appropriate for all Live2D models, including models that you may have used as avatars in FaceRig!

Remember, Live2D is included in all versions of Animaze by default - there is no need for a DLC to use Live2D characters. Download Animaze for free here!

NOTE: We have updated this documentation to reflect new improvements made to Animaze that make importing Live2D models much simpler. The old instructions that used to live on this page have been redacted, as they are no longer accurate.

Live2D Model Requirements & File Structure:

To work with Animaze, your Live2D model must be created with the Live2D Cubism Editor version 3.0 or higher. Cubism 3.0 was released in Spring 2017, so if your model was created after, it is very likely to meet this requirement. 

If your model was created with a version of Live2D Cubism lower than 3.0, you need to load the model’s Live2D source files in the Live2D Cubism Editor v3.0 or higher and re-export the Live2D runtime files. 

To ensure your Live2D character will function properly as an Animaze avatar, you must update the following Motion Parameter Naming Conventions.

Motion Parameter List

The below table lists every Motion Parameter Naming Convention from Facerig that you will need to update for Animaze. If your model uses any of the Motion Parameter Naming Conventions listed in the ‘Facerig’ column, you will need to update the naming convention for those parameters to their corresponding value for Animaze. 

 

FaceRig

Animaze



Head movement

PARAM_ANGLE_X

ParamAngleX - for right to left twist movement.

PARAM_ANGLE_Y

ParamAngleY - for down to up movement.

PARAM_ANGLE_Z

ParamAngleZ - for right to left lean movement.



Body movement

PARAM_BODY_ANGLE_X

ParamBodyAngleX - for right to left twist movement.

PARAM_BODY_ANGLE_Y

ParamBodyAngleY - for down to up movement.

PARAM_BODY_ANGLE_Z

ParamBodyAngleZ - for right to left lean movement.

PARAM_BREATH

ParamBreath - for breathing movement.








Eyes movement

PARAM_EYE_BALL_X

ParamEyeBallX - for right to left movement.

PARAM_EYE_BALL_Y

ParamEyeBallY - for down to up movement.

PARAM_EYE_L_OPEN

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.

PARAM_EYE_R_OPEN

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.

PARAM_EYE_FORM

ParamEyeBallForm - bends eyes contour to complement frown expression.





Eyebrows movement

PARAM_BROW_L_Y

ParamBrowLY - for left eyebrow down to up movement.

PARAM_BROW_R_Y

ParamBrowRX - for right eyebrow down to up movement.

PARAM_BROW_L_ANGLE

ParamBrowLAngle - for left eyebrow tilting movement.

PARAM_BROW_L_DEFORM

ParamBrowLForm - for left eyebrow changing shape movement.

PARAM_BROW_R_ANGLE

ParamBrowRAngle - for right eyebrow tilting movement.

PARAM_BROW_R_DEFORM

ParamBrowRForm - for right eyebrow changing shape movement.


Mouth movement

PARAM_MOUTH_OPEN_Y

ParamMouthOpenY - for mouth closed to open movement.

PARAM_MOUTH_FORM

ParamMouthForm - for sad to smile movement.

For example, if your Live2D Character utilizes the PARAM_ANGLE_X Motion Parameter, you’ll need to rename that Parameter to “ParamAngleX” to ensure it is compatible with Animaze. This conversion can be made within the Cubism Editor: 

  • In the Modeling Menu, go to Convert Model ID

  • A pop up will appear showing the conversion files. Choose the format 3.0 or later and click OK.

  • Export the files for Runtime:

To import your Live2D model into Animaze, you need your model’s Live2D Runtime files. They should be organized in the standard folder hierarchy

 Additionally, your model3.json file and .moc3 file must use the same filename (e.g. ‘myavatar.moc3 and ‘myavatar.model3.json’). If they have different filenames, Animaze may fail to import all of your model’s files.

Step 1: Import Your Model in the Animaze App 

The simplest way to import any Live2D model (including one you used with FaceRig) into Animaze is through Animaze’s built in Live2D Import feature.

Simply open Animaze, click on the “Import” Section of the top menu bar, and select ‘import Live2D Avatar’

When the file browser opens, navigate to your Live2D model’s folder, select your avatar’s ‘model3.json’ file and click ‘open’

Your avatar will appear in Animaze!

Important: If you are using the free version of Animaze (i.e. you have not purchased an Animaze subscription), importing your model will cost $.99. 

This is a one time fee for your model. As long as you do not change the filename of the avatar’s model3.json file or .moc3 file, you can update, edit, and change this avatar and re-import it as many times as you want - you only need to pay the import fee once. 

If you are an Animaze subscriber, unlimited free imports are included as part of your subscription.

Step 2: Test Your Avatar

Now that you’ve imported your avatar, you are free to use it in Animaze as you see fit! In most cases, Animaze will automatically import your model’s motion parameters, special actions, and special poses.

Make sure to test your avatar and ensure it is working as expected. If it does, you are all set, and don’t need to take anymore action. 

Congratulations on importing your Live2D Model to Animaze!

If You Need to Fix Your Avatar...

If your avatar isn’t behaving as expected, you’ll need to import the avatar into the Animaze Editor and try a few simple fixes. In the Animaze Editor, you can fix two common issues with Live2D avatars: blurry/low-res avatars, and certain face/body parts not responding to tracking input. 

[Link to Debugging Your Live2D Avatar]



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