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 asmy\ 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. |