

#Animate it texture software#
In the software you work with to create the geometry for your hybrid avatar (Maya, Blender etc), activate the eyebrow up animation, duplicate the mesh and export it Steps to create the source data for the Live2D powered animated normals:įor each individual parameter that you want to drive changes on the normal, you need to follow the following steps.
#Animate it texture how to#
If ParamBrowLY si ParamBrowRY are -1 or 1, then enables frown (-1) & eyebrow up (1)īelow we will exemplify the general steps to create the source data for such a Live2D (Cubism) animated texture, and how to map it on your avatar as an animated normal map.

If ParamBrowLY si ParamBrowRY are 0, then the opacity will be set to 0 > default position For example, a general use-case is the BrowUP/Down animations for 3D, and for 2D ParamBrowLY, ParamBrowRY animations - surprise & frowning. It's important that the Live2D (Cubism) assets that are used for animated textures have their parameters named correctly for the behavior you want to obtain. These animated textures for normal maps built with Live2D (Cubism) assets work in synergy with the tracked animation inputs of the avatar. It’s a great way to accentuate the avatar’s expressivity without increasing the polycount The animated textures, if used for Normal Maps, are used for dynamically enhancing the details on the avatar's normals. Having a correct (static) texture as a base is still important! The Live2D (Cubism) animated textures details are alpha-blended on top of the existing static textures, and the result of this blend is what is used on the model. LINK TO Cubism Runtime files for the Animated TexturesĪnimated Textures (via Live2D Cubism textures).LINK TO Cubism Project (Sources, loadable in Cubism) for the Animated Textures.

