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Live2D Editor - Manual

Regarding the translation

This document was translated by ChatGPT-4, and the content may contain inaccuracies.

User Interface

Left: Operation Bar

Function Description
Background ■ Solid Color: Solid color background
■ Image: Custom image background
■ Disabled: Turn off background, used for saving model snapshots without a background
Scale Zoom the model
Rotate Rotate the model
Save Scale and Position Write the current size and position into the Json configuration options, used to set the model's initial state
Expressions Switch expressions
Show Hit Areas Display areas with red frames
Tips Operation tips
Information Model moc file information
Log Model log, displays motion events
Rendering Size Resolution of the current preview window
Record Setting Settings for recording video and snapshot

Center: Model Preview

Icon Description
Edit Json configuration
Edit model boundaries
Save model snapshot
Video recording
Show/Hide left panel
Show/Hide right panel
Preview model on desktop

About Model Boundaries

  • Model boundaries define the range for mouse tracking and the areas where global click events can be triggered.
  • By default, the program automatically calculates boundaries by traversing all Artmesh positions, but in some cases, the calculated boundaries may be too large or too small, requiring manual adjustment.

Right: Tabs

File Explorer

  • Display model folder

    Icon Description
    Open Moc or Json file
    Open model folder
    Refresh folder
  • Display model-related files

    • Click the motion3.json file to preview Motions
    • Click the exp3.json file to preview expressions
    • Click audio files to play audio
  • Other operations

    Operation Description
    Open Folder Open model folder
    Create Configuration File Reference: Create Json Configuration File
    Create Json File from Facerig Configuration

Configuration File

  • Display the content of Json configuration files

  • Other Operations

    Operation Description
    Edit Edit Json file
    Fix Motion Files Attempt to fix some malfunctioning motion files, effectiveness is not guaranteed

Parameters

  • Display all parameter values of the model

  • Other Operations

    Operation Description
    Value Synchronization If disabled, parameter values will no longer refresh in real-time
    Reset All Reset all user actions on parameter values
    Remove sorting
    Sort in ascending order
    Sort in descending order

Parts

  • Display the transparency of all Parts in the model

  • Other Operations

    Operation Description
    Value Synchronization If disabled, parameter values will no longer refresh in real-time
    Reset All Reset all user actions on parameter values
    Remove sorting
    Sort in ascending order
    Sort in descending order

Artmesh

  • Display the transparency of all Artmeshes in the model

  • Other Operations

    Operation Description
    Free Selection When checked, clicking on the model will display all Artmeshes in the clicked part
    Reset All Reset all user actions on parameter values
    Remove sorting
    Sort in ascending order
    Sort in descending order

Json Editor

About [Save] and [Close]

  • [Save] writes the current configuration to the file and reloads the model
  • [Close] only closes the editor window without reloading the model

General Icon Buttons

Icon Description Icon Description
Add multiple Duplicate
Add Remove
Move up Move down
Modify item name Select item

Templates

Icon Description
Load template (insert into item list)
Load template (replace item list)
Save template

Execution Order

Description Explanation
Restore saved parameter values and part transparency Restore data saved from the previous frame at the start of each frame
Play motion files Play in hierarchical order
Controller Execute controller code
Execute instructions Execute instruction code (if any)
Save parameter values and part transparency Once saved, data modifications for the rest of the frame will not affect the next frame's data
Execute physics files After execution, remaining frame modifications will affect physical effects

About Motion Execution

  • By default, the program loops the [Idle] motion, and all hierarchical motions execute synchronously.
  • After a motion is completed, another motion must interrupt the current one (or use the [stop_mtn] command to stop it); otherwise, it will stop at the last frame of the motion.
  • For layers with [Idle] motions, the other motions will return to the idle motion after finishing. For layers without [Idle] motions, they will stop at the last frame of the completed motion.
  • Motions have priority levels. Higher-priority motions can interrupt lower-priority ones. Motions at the same level cannot interrupt each other unless the [Interruptible] option is selected in the Motion Event Properties.

Additional Notes

  • Parameter dragging has priority levels, and higher priorities will affect physical effects.
  • Unmentioned instructions and controllers execute immediately when conditions are met and are not part of the per-frame execution.
  • The contents mentioned in this order are not exhaustive and may be adjusted based on development needs.

Version

Model version


Textures

Model texture files

Note

Textures must be arranged in the correct order; otherwise, the model may display abnormally.


Hit Areas

Model trigger areas that can activate motion events through mouse interaction

Property Description
Name Area name
ID Model Artmesh ID
Sorting When areas overlap, only the area with the highest order number can receive mouse events
Click Action Triggered when the area is clicked
Press Action Triggered when the mouse is pressed within the area
Release Action Triggered when the mouse is released, even outside the area
Enter Action Triggered when the mouse enters the area
Exit Action Triggered when the mouse leaves the area
Enabled Whether the area is enabled

About Artmesh Visibility and Area Triggering

The Artmesh associated with the trigger area must have visible parts to be triggered. Fully transparent or invisible meshes cannot be triggered. You can confirm the visibility of an Artmesh by adjusting the sliders on the Artmesh list page.


Motions

  • Motions consist of multiple Motion Groups, each of which can contain multiple motion events.
  • Different layers of Motion Groups can play simultaneously, with layers indicated by #Layer Number.
Example Description
Start Predefined Motion Group
TapHead Predefined Motion Group TapAreaName, where Head is the name of the trigger area
MyGroup Custom Motion Group name
MyGroup#3 Custom Motion Group name at Layer 3

About Playing Multiple Motions Simultaneously

  • Motions have a layering concept, where motions from different layers can play simultaneously. Higher-layer motions will override lower-layer motions with the same parameters.
  • By default, motions play on Layer 0. To play on other layers, use the naming format MotionGroup#Layer, such as idle#1, indicating the motion plays on Layer 1. For Layer 0, do not use MotionGroup#0; instead, simply use MotionGroup.
  • Predefined Motion Groups, except for Idle, do not support layering. Use start_mtn within predefined motions to execute other layered motions.
  • Examples of applications can be found at Playing Multiple Motion Groups Simultaneously.

Predefined Motion Groups

Event Description Note
Idle Idle
Tap Mouse click If HitAreas exist, TapAreaName will be triggered first
TapAreaName Mouse area click Requires HitAreas configuration; otherwise, use the Tap event
Start Triggered when the model loads
Shake Triggered when the device shakes Only supported on devices with gravity sensing
Tick Triggered every minute
TickX (tick_x) Triggered every X minutes Replace X with a number from 1-60.
For conditions that overlap (e.g., Tick1 and Tick2 on the 2nd minute), one event is chosen randomly.
LeaveX_Y_Z (leave_x_y_z) Idle trigger (no other events aside from Idle) X is the start time, Y is the minimum trigger interval, Z is the maximum trigger interval, measured in seconds.
Example: Leave30_10_20 means the event starts 30 seconds after idle, with trigger intervals between 10 and 20 seconds.

Motion Event Properties

Basic Properties Description Options Remarks
Name Motion name A motion can only be correctly identified by other references when its name is filled in; otherwise, only the Motion Group will be recognized.
Language Language corresponding to the motion ■ en: English
■ zhs: Simplified Chinese
■ zht: Traditional Chinese
■ ja: Japanese
■ ru: Russian
The motion will only be triggered when the program's language matches this setting.
File Motion file (motion3.json)
At the End of Playback What to do when the motion finishes playing
Text Text displayed while the motion is executing
Text Duration Custom duration for displaying the text If not set, the system will automatically determine the duration.
Text Delay Delay before the text is displayed after the motion starts
Expression Expression during the motion playback, to be filled with the expression name
Sound Sound during the motion playback
Sound Channel Set the sound playback channel Up to three channels can be selected (0, 1, 2). Sounds from different channels can play simultaneously. Default is 0.
Sound Volume Sound volume
Sound Delay Delay before the sound plays after the motion starts
Sound Loop Loop playback of the sound Often used for playing background music.
Blend Mode Blend mode for motions on different layers ■ Override
■ Additive
■ Multiply
Blend Weight Blend weight of the current motion with other motions
Fade In Motion fade-in
Fade Out Motion fade-out
Priority Execution priority of the motion ■ Can be set between 2-9. The higher the value, the higher the priority.
■ Default is 2. If set to 9, it will forcibly override the previous event.
Motion Duration Custom duration for the motion event After setting, the event will not be affected by the motion or sound duration.
Weight Probability of triggering the motion Range is 1-999. The higher the value, the higher the probability. Default is 1.
Speed Motion playback speed Not available in SDK 2. Default is 1.
Advanced Properties Description Options Remarks
Pre-Command Executed before the motion starts playing List of Available Commands
Post-Command Executed after the motion finishes playing List of Available Commands
Previous Motion Specify the previous motion event The current motion will only execute if the previous motion is the specified one.
Next Motion Specify the next motion The motion to execute after the current one finishes.
Override Facial Tracking Parameters If checked, the motion will not be affected by facial tracking
Enable Whether this motion event can be executed
Interruptible Whether the motion can be interrupted ■ When checked, this motion event can be interrupted by motions with the same priority.
■ This parameter is ineffective for events with a priority of 9.
Ignorable Whether the motion can be ignored ■ If there are other motion events that meet the trigger conditions and are set with a "Time Limit," this event will not be executed.
■ Setting a "Time Limit" will invalidate this parameter.
Time Limit Can only be executed under specified time conditions ■ Hour/Minute/Month/Day
■ Duration (minutes)
■ Birthday: The birthday set by the user in the program settings.
Affinity Can only be executed when the affinity conditions are met ■ Minimum Value: Minimum intimacy required to trigger the event.
■ Maximum Value: Maximum intimacy required to trigger the event.
■ Equal To: Triggered when intimacy equals this value.
■ Reward: Affinity value increased after successfully triggering the event.
Special Properties Description Options Remarks
Choices Execute the motion event by displaying selectable options in the text box ■ Text: Text
■ NextMtn: Next Motion
Floating Point Variables Use floating point variables to control motion execution Condition Checking:
■ greater: Greater than
■ greater_equal: Greater than or equal to
■ lower: Less than
■ lower_equal: Less than or equal to
■ equal: Equal to
■ not_equal: Not equal to

Value Operation:
■ assign: Assign
■ add: Add
■ subtract: Subtract
■ multiply: Multiply
■ divide: Divide
■ init: Initialize
■ Condition checking is used to determine whether the motion event can be triggered.
■ Value operations are used to manipulate the variable value after the event is triggered.
■ Two variables can be used for condition checking and operations, e.g., greater $var2 ($ + variable name).
■ Variable names can be model parameter names, prefixed with @, e.g., @ParamAngleX.
■ Random number functions: rand(min, max) and randf(min, max). Rand generates integer random numbers; randf generates floating-point random numbers. Min and max specify the range.
■ Variables can be saved.
■ The init operation is only effective if the variable has not been saved (not initialized).

Floating Point Variables

  • Floating point variables are divided into two types: [Condition Checking] and [Value Operation].
  • Condition Checking: The motion event will only be allowed to execute when the floating point variable meets the conditions.
  • Value Operation: After the motion event executes, it manipulates the value of the floating point variable.

About Motion References

  • Motion reference format is [Motion Group:Motion Name] (e.g., Tap:MotionA).
  • If only the [Motion Group] is written (e.g., Tap), a random motion within the group that meets the conditions will be executed.
  • If the full format [Motion Group:Motion Name] is specified (e.g., Tap:MotionA), the specified motion within the group will be executed.

Controller

Mouse Tracking

Allows the model to follow the mouse to a certain extent.

For item properties, see Common Item Properties A.

Property Description
Smoothing Time The higher the smoothing time, the slower the model follows the mouse, resulting in smoother motions.

If the item list is empty, default parameters will be used. See the default parameter list below:

Default Parameters (SDK3) SDK2
ParamAngleX PARAM_ANGLE_X
ParamAngleY PARAM_ANGLE_Y
ParamAngleZ PARAM_ANGLE_Z
ParamEyeBallX PARAM_EYE_BALL_X
ParamEyeBallY PARAM_EYE_BALL_Y
ParamBodyAngleX PARAM_BODY_ANGLE_X

Lip Sync

Allows the volume of the audio to control the opening and closing parameters of the model's mouth.

For item properties, see Common Item Properties A.

Property Description
Gain The higher the gain, the more sensitive the mouth opening and closing is to volume changes.
Smoothing Time The higher the smoothing time, the slower the changes in mouth opening and closing, resulting in smoother motions.

If the item list is empty, default parameters will be used. See the default parameter list below:

Default Parameters (SDK3) SDK2
ParamMouthOpenY PARAM_MOUTH_OPEN_Y

Tip

If there are keyframes controlling parameters in the motion, this controller may become ineffective.


Blinking

The model blinks automatically.

For item properties, see Common Item Properties A.

Property Description
Minimum Interval The minimum interval between two blinks.
Maximum Interval The maximum interval between two blinks.

If the item list is empty, default parameters will be used. See the default parameter list below:

Default Parameters (SDK3) SDK2
ParamEyeLOpen PARAM_EYE_L_OPEN
ParamEyeROpen PARAM_EYE_R_OPEN

Tip

If there are keyframes controlling parameters in the motion, this controller may become ineffective.


Param Hit

Use mouse-related operations to control model parameters.

Item Property Description
Name Item name.
Hit Area The area that triggers dragging.
ID Parameter ID.
Minimum Value Minimum parameter value. If not specified, the default value is used.
Maximum Value Maximum parameter value. If not specified, the default value is used.
Type ■ Drag: Drag with the left mouse button pressed.
■ Stroke: Move back and forth with the left mouse button pressed.
■ Hold: Hold down the left mouse button.
Axis Mouse XY axis.
Factor Multiplier factor.
■ Drag / Stroke: The change in parameter value for each pixel moved by the mouse.
■ Hold: The change in parameter value for each second the mouse is held down.
Lock Parameter The parameter does not return to its original value after releasing the mouse.
Release Time The time it takes for the parameter value to return after releasing the mouse.
Release Type The animation curve for the parameter's return.
Weight The degree of influence the parameter value has on the model, i.e., [Actual Influence Value = Parameter Value x Weight].
Minimum Value Motion Triggered when the parameter value reaches its minimum.
Maximum Value Motion Triggered when the parameter value reaches its maximum.
Start Motion Triggered when the left mouse button is pressed.
End Motion Triggered when the mouse is released (without reaching the parameter's maximum value).
Low Priority Low-priority items will not override the model's physics effects.
Enabled Whether the item is enabled.

Param Loop

Parameters are looped over time.

Item Property Description
Name Item name.
ID Group Parameter ID group.
Type The way parameter values change.
Blend Mode The blending mode of parameters with the model motion.
Duration Loop time (ms).
Minimum Value Minimum parameter value.
Maximum Value Maximum parameter value.
Minimum Interval The minimum interval between two loops.
Maximum Interval The maximum interval between two loops.
Weight The degree of influence the parameter value has on the model, i.e., [Actual Influence Value = Parameter Value x Weight].
Time Synchronization Set parameter values based on the current system time.
Enabled Whether the item is enabled.

Parameter Value

Predefined parameter values that can be controlled by the user.

For item properties, see Common Item Properties B.


Part Opacity

Predefined part transparency that can be controlled by the user.

For item properties, see Common Item Properties B.


Artmesh Opacity

Predefined Artmesh transparency that can be controlled by the user.

For item properties, see Common Item Properties B.


Artmesh Color

Predefined Artmesh colors that can be controlled by the user.

For item properties, see Common Item Properties B.


Auto Breathing

Controls the model's breathing parameter ParamBreath.


Small Motions

Random motions layered on top of the model's actions.

Default Parameters (SDK3) SDK2
ParamAngleX PARAM_ANGLE_X
ParamAngleY PARAM_ANGLE_Y
ParamAngleZ PARAM_ANGLE_Z
ParamBodyAngleX PARAM_BODY_ANGLE_X

Accelerator

Use the phone's hardware accelerator to control model parameters.

For item properties, see Common Item Properties A.


Microphone

Use the microphone to control model parameters.

For item properties, see Common Item Properties A.


Face Tracking

For item properties, see Common Item Properties A.

Parameter Default Value
Angle X ParamAngleX / PARAM_ANGLE_X
Angle Y ParamAngleY / PARAM_ANGLE_Y
Angle Z ParamAngleZ / PARAM_ANGLE_Z
Position X ParamBodyAngleZ / PARAM_BODY_ANGLE_Z
Position Y
Position Z
Left Eye Open ParamEyeLOpen / PARAM_EYE_L_OPEN
Right Eye Open ParamEyeROpen / PARAM_EYE_R_OPEN
Eye Wide Open
Eye Squint
Eye Ball X ParamEyeBallX / PARAM_EYE_BALL_X
Eye Ball Y ParamEyeBallY / PARAM_EYE_BALL_Y
Left Brow Y ParamBrowLY / PARAM_BROW_L_Y
Right Brow Y ParamBrowRY / PARAM_BROW_R_Y
Mouth Open ParamMouthOpenY / PARAM_MOUTH_OPEN_Y
Mouth Deform ParamMouthForm / PARAM_MOUTH_FORM
Pucker (Open)
Pucker (Close)
Puff Cheeks
Tongue Out

Hand Tracking

For item properties, see Common Item Properties A.

Parameter Description Notes
Angle X Wrist rotation ■ Five states corresponding to values (-1, -0.5, 0, 0.5, 1)
■ -1=minimum parameter value; 1=maximum parameter value
Angle Z Wrist tilt left/right
Position X Wrist relative position left/right ■ Relative to the reference position
Position Y Wrist relative position up/down ■ Relative to the reference position
Thumb ■ Bent=min value; Straight=max value
Index Finger ■ Bent=min value; Straight=max value
Middle Finger ■ Bent=min value; Straight=max value
Ring Finger ■ Bent=min value; Straight=max value
Little Finger ■ Bent=min value; Straight=max value
Between Thumb and Index Finger ■ Together=min value; Spread=max value
Between Index and Middle Finger ■ Together=min value; Spread=max value
Between Middle and Ring Finger ■ Together=min value; Spread=max value
Between Ring and Little Finger ■ Together=min value; Spread=max value

Affection System

Property Description
Initial Value Initial value assigned when the model is loaded for the first time. This value must be between the maximum and minimum values.
Minimum Value Lower limit of affection.
Maximum Value Upper limit of affection.
Reward When Active Reward value per minute when the model is active. Usually set as a positive value.
Reward When Inactive Reward value per minute when the model is inactive. Usually set as a negative value.
Daily Reward Limit Maximum rewards that can be given in a day.
Bound Parameter ID Bound to a model parameter. The parameter value is controlled by affection, often used to display the current affection value.

Tip

The affection value can be changed using the [Motion Event]'s [Affection] property.


Key Trigger

Item Property Description
Action on Press Triggered when the key is pressed.
Action on Release Triggered when the key is released.

Tip

To enable key functionality, activate Hotkeys in Control Panel > Settings.

Warning

  • When using mouse left or right buttons, make sure the corresponding trigger actions are set to a different layer than Click Events, otherwise triggering mouse left or right button events may prevent Click Events from being triggered.
  • Use the Preview Model on Desktop feature or load the model directly in desktop/wallpaper software to test the effects.

Parameter Trigger

Property Description
Name Item name.
Parameter Parameter ID.
Trigger Value ■ Value: When the parameter value crosses this value, a specified motion will be triggered.
■ Direction: Forward means the parameter value triggers when increasing past the trigger value; Reverse means it triggers when decreasing past the trigger value; Bidirectional means it triggers whenever the value crosses the trigger point in any direction.
■ Trigger Motion: The motion triggered when the condition is met.

Area Trigger

Property Description
Name Item name.
Target Area The area to be triggered.
Enter Motion The motion triggered when the trigger area enters the target area.
Exit Motion The motion triggered when the trigger area leaves the target area.
Trigger Area The area actively triggering the action.

Note

  • The system continuously checks for overlap between the target area and the trigger area, triggering the Enter Motion and Exit Motion accordingly.
  • Because this is checked every frame, it may affect performance.

Gesture Trigger

Property Description
Name Item name.
Hand The triggering hand.
Direction ■ Ignore: Does not determine the direction.
■ Forward: Palm facing the camera.
■ Reverse: Back of the hand facing the camera.
Motion The motion to trigger.
Fingers ■ Ignore: Does not determine the finger.
■ Straight: Finger is straight.
■ Bent: Finger is bent.

#Appendix: Common Item Properties A

Item Property Description Mouse Tracking Lip Sync Blinking Accelerator Microphone Face Tracking Hand Tracking
Parameter Model parameter
Axis Mouse XY axis
Reverse Reverse parameter values
Minimum Value Minimum parameter value
Maximum Value Maximum parameter value
Default Value Default parameter value
Factor Actual Value = Captured Value x Factor, range limited (-1, 1)
Blend Mode Blending mode of parameter with model motion
Weight The influence of the parameter value on the model, i.e., [Actual Influence Value = Parameter Value x Weight]
Input Directly bound to mouse movements or left/right buttons
Order Parameter order may affect stacking effects; the larger the number, the lower the priority

Maximum Value, Minimum Value, and Default Value

  • Parameters come with built-in maximum, minimum, and default values, which are automatically filled in when a parameter is selected.
  • These values can be customized, overriding the built-in ones.
  • Customized values must fall within the range of the parameter's maximum and minimum values.

#Appendix: Common Item Properties B

Item Property Description
Name Item name.
Text Display text. If left blank, the item name will be displayed.
Value Initial value.
Hidden from User Hides the item from the editing panel.
ID Group Associated parameter ID group.
Key Value ■ Only used for the Parameter Value controller.
■ If key values exist, the user interface displays them as left/right arrows; otherwise, they are displayed as a slider.

Hidden from User

Normally, users can modify item values in the editing panel. If the item is a fixed value or should not be modified by users, check Hidden from User.

#Appendix: Available Commands

  • Commands are space-separated for each parameter. If IDs or paths contain spaces, add a backslash before the space. For example, my model should be written as my\ model.
  • Multiple commands are separated by a semicolon (;).
Command Description Example
open_url Open a link in the browser open_url https://www.baidu.com
change_cos Change outfit change_cos cos02.model.json
start_mtn Play a motion of the specified model start_mtn model_id group:motion (model_id can be omitted, representing the current model)
stop_mtn Stop motions at the specified layer stop_mtn 1 (1 represents the layer index), for the default layer, use 0
set_exp Set an expression set_exp 01.exp.json
next_exp Switch to the next expression
clear_exp Clear expressions at the specified layer clear_exp 1 (1 represents the layer index), omit for the default layer 0
replace_tex Replace texture replace_tex 1 tex/texture_01.png (Texture index starts from 0; 1 represents the second texture)
stop_sound Stop a sound stop_sound 0 (0 is the channel identifier)
stop_all_sounds Stop all sounds
mute_sound Mute sound mute_sound 0 (0 is the channel identifier)
unmute_sound Unmute sound
hide_text Hide text display
Property Command Description Example
parameters
parts
artmesh_opacities
artmesh_colors
lock
unlock
set
Lock
Unlock
Set
■ parameters lock PARAM_ANGLE_X 10 (Lock parameter value to 10)
■ parameters lock PARAM_ANGLE_X $var (Set the value of floating-point variable var as the parameter value; variable names must begin with $)
■ parameters lock PARAM_ANGLE_X @PARAM_NAME (Assign the value of parameter PARAM_NAME to the target parameter; parameter names must begin with @)
■ parameters unlock PARAM_ANGLE_X
■ parameters unlock (Unlock all)
■ parameters set PARAM_ANGLE_X 10 (Set the parameter value to 10)
■ parameters set PARAM_ANGLE_X $var (Set the value of floating-point variable var as the parameter value; variable names must begin with $)

* The difference between lock and set is that lock is persistent, while set only assigns a value once.
motions enable
disable
Enable
Disable
■ motions enable group:motion
■ motions disable group:motion
hit_areas
param_loop
enable
disable
Enable
Disable
■ hit_areas enable area_name (area_name refers to the name)
■ hit_areas disable area_name
param_hit enable
disable
lock
unlock
begin
end
Enable
Disable
Lock parameter
Unlock parameter
Start dragging
End dragging
■ param_hit enable name (name refers to the name)
■ param_hit disable name
■ param_hit lock name
■ param_hit unlock name
■ param_hit begin name PARAM_NAME
■ param_hit end name
mouse_tracking
physics
extra_motion
auto_breath
enable
disable
Enable
Disable
■ mouse_tracking enable
■ mouse_tracking disable
eye_blink
lip_sync
enable
disable
enforce
Enable
Disable
Enforce
■ lip_sync enable
■ lip_sync disable
■ lip_sync enforce

Expressions

Item Property Description
Name Expression name.
File Expression file.

Physics

Item Property Description
File Set physic3.json file.
Maximum Weight The influence of physics on the model. The larger the value, the greater the influence.

Pose

Set the pose.json file.


Options

Property Description
ID Model ID, used for interaction between models.
Name Display name, used to showcase the model's name in various places (e.g., text boxes).
Scale Factor Default scaling factor for the model.
Position X Default left/right position of the model.
Position Y Default up/down position of the model.
Anisotropic Filtering Level Anisotropic filtering improves texture quality in some cases but increases graphical hardware performance costs. When greater than 1, it overrides the anisotropic filtering level set in the application.
Edge Padding Solves black edge issues with the model.
Allow User Customization When checked, allows users to customize the model.
Mask Cache Size In some cases, the model's mask may appear jagged. Increasing the cache size can reduce jagged edges but will affect performance.