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@endcsline

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Chairmany Katılım Ocak 2021
34 Takip Edilen1.5K Takipçiler
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@PallasDeFleur Depending on what you want to do, it might be easier to just rebuild the mechanism to trigger from 1 to 0 itself I didn't use Live2D for a while, but just ask if you need more help
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@PallasDeFleur You can add a physics group to invert the input - put the Input as Angle - set Range to -90 -45 0 - add a helper parameter that's 0 to 1 as output and invert the output => creates a parameter from 0 to 1 that moves exactly inverted
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Live2D conditional triggers / animations Using Live2D physics, it's possible to trigger toggles / animations when conditions are met to reduce manual keybind toggles Basically automating toggles The video shows three different examples with different complexity #Live2D
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(I'm in exam phase until next month so creating showcases for those things might take time)
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efficient lookup table using 5 parameters for morse meant always 2^5 combinations for 36 layers instead, every parameter is translated to binary code using "." / "_" as 0 / 1 then physics simulate the bin positions and a counter counts the clicks: every combination is unique
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Live2D Morse Code On VTubeStudio I use one key per symbol and they stick until changed The Morse Coder is just a stepping stone, the mechanisms used are more important mechanisms below actual exciting applications in the future #Live2D
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@Stellarstudioo @ChokokoVt Intentional or not, the doc reads as misleading and manipulating the narrative Comparing the screenshots and written text, points are twisted and pathos is used to gain empathy There's just too much wrong with the doc It's a work ethic problem, not a bad client problem
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- (Preview) Live2D Morse Code Engine - My hardest project so far I created fully Conditional Physics driven Morse Code It was a challenge to myself, to prove multiple concepts that will enable even more cool stuff I will explain the concepts in the future #Live2D
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@RessaPanda5 Sadly currently not, since I don't think I can explain the logic well enough for others to understand Weirdly creating a mechanism from scratch is easier than explaining an existing one
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@Mr_pokati yeah atop on all folders your arrangement looks cooler :0
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Mr.Pokati🍊Waitlist
Mr.Pokati🍊Waitlist@Mr_pokati·
@endcsline Thank! Which alpha blend mode do you use, Atop? I didn't arrange it like you, but got a good result.
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Live2D 5.3 Alpha Blend - Nested Clipping Using the new Alpha Blend settings it's finally possible to infinitely clip layers in a nested form And it also reacts to Opacity changes, unlike regular Clipping Alpha Blend is just Clipping but better... #Live2D
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Layers with Alpha Blend can't clip to each other, so you'd have to use it on the folders
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@sirf4ce or - after blink, run a timer - if timer(t1) AND blink are both triggered again, - start next timer (t2) - if t2 AND blink are both on etc... basically blink x amount of times within the timer period to trigger y (just the rough ideas, in practice it's a bit more complicated)
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@sirf4ce I'm thinking of two ways - blinking within timeframe - make slow pendulum keep moving - not blinking breaks condition -> makes pendulum move back (like moving your mouse regularly to prevent pc from going to sleep mode) basically: blinks fast for x seconds to trigger y
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- Free Live2D Study File - Basic Conditional Physics I see many Live2D riggers want to get into Conditional Physics, so I decided to make a simple Study File containing the basic ideas used in almost every mechanism KoFi link below #Live2D youtu.be/qzaUOBEbRjA
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Hopefully this helps some Live2D riggers to be less scared of Conditional Physics :D
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the winking star looks simple, but is the most complex of the three - 3 conditions: R. eye open, L. eye closed, L. eye closing - make the resulting impulse be one-way - prevent impulse from flickering - use impulse so animation doesn't break midway - consider pendulum jump
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Live2D Pendulums have some special properties that can only be discovered by testing around, but those also allow for very cool mechanisms Drawing a plan for mechanisms beforehand saves headaches in the implementation process
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1. Delay trigger - toggles after delay once condition met (looking upwards) 2. Staged trigger - plays sequence of animations when condition met (not moving), with variable delay 3. Non-breaking trigger - plays animation fully on condition (wink), even if condition breaks
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