![]() File structure and live2d files being identical to the working samples. So after nothing seemed to work I made a new test character named blokman and made a simple eye animation, exported all the necessary files that were also included in the sample character. Loading Live2D from u'resources/borone/runtime/'. Loading Live2D from u'resources/hiyori/runtime/hiyori_free_'. Upon inspecting the log.txt you could see that Renpy was not loading my exported motion file: They should be equal in every way, so the only problem I could see is that the motion file itself is messed up or I'm missing something obvious. The hiyori motion file works, but the motion file for "borone" does not, even when I exported it with the exact same name as the working one. Image borone = Live2D("resources/borone/runtime/", loop=True) You're welcome to leave any comments, questions, or suggestions in this topic.Ĭode: Select all image hiyori = Live2D("resources/hiyori/runtime/hiyori_free_", loop=True) I also want to thank PyTom for creating this wonderful visual novel engine, Ren'py.īackground image is from UncleMugen, Live2D characters used in this tutorial were from the Live2D Cubism 3 free edition. ***UPDATE: Renpy 7.4.1 was released today and the coding in this tutorial will work the same way.***įirst off, I want to give kudos to the forum user: asfdfdfd, who attempted to display Live2D characters in the previous Renpy build version, but now with Renpy 7.4.0, it is now possible to bring Live2D characters to life based on my tutorial video. Please note at the time of this video recording, I was using the Renpy 7.4.0 build. I have a video here that I posted in my Youtube Channel, Galatra Games, which explains instructions on how to display any Live2D characters properly based on what I read in the 's documentation, link: ![]() This way you keep the animations and change only the source 2D elements.My name is Carl from Galatra Games and I'm here to introduce my tutorial for displaying Live2D characters in Renpy 7.4.0. ![]() Tip: To create the normal map and specular you need to modify the initial 2D elements created in Photoshop and re-import them in Cubism, overwriting the diffuse texture, but saving it as a different file. This action will generate the files needed to import your model in Animaze Editor. In Cubism editor go to File, choose Export For Runtime and select Export as moc3 file. Once your model is complete in Cubism, you will export the files in the *.moc3 format for the Animaze Editor. It is easier to animate each part independently, so you can isolate issues to a single part if they occur, without affecting the whole geometry all at once.Īll the textures of the model are on the Texture Atlas and they can be edited/replaced within Cubism. Read the rules for creating PSD for import.įor example, an eye needs to have multiple layers: upper eyelid, lower eyelid, iris, pupil, etc. Start with this tutorial to prepare the files needed for Cubism. We find the guides very useful and often refer to them ourselves! ![]() There is also a written manual for it here. Here you can find a list of very useful mini-tutorials that will guide you when working in Cubism. psd format files, so you need to create your model in a software that is able to export this format (Photoshop, Krita, Gimp etc). Learn more about their software and products here and learn more about the differences between the basic and PRO licenses here. After the 42 days ends, the PRO version automatically switches to the FREE version, unless you decide to upgrade (at which point you will need to enter in your credit card information). Live2D offers a 42 day free trial of the PRO version to everyone who installs their editor. You can download the Live2D Cubism editor for free from here. To start creating your own 2D avatar you will need the Live2D Cubism editor. ![]()
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