Playing animations on Live2D Characters

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
Anomen77
Posts: 3
Joined: Wed Feb 21, 2024 5:41 am

Playing animations on Live2D Characters

Post by Anomen77 »

Hello. I'm making a pretty small game that uses Live2D models instead of sprites. There will only be one character speaking at a time, so modifying code to swap the models is not necessary. However, I'm having a hard time trying to play the animations.

I want to tell the subtitle panel to target the model's animator, but since it's not a UI element I can't link it directly. If I can make the animations work like with the image portraits, that would be all I needed, since I can play whatever I want from the dialogue entry sequences. I've thought of a couple pretty convoluted methods, but I'm sure there must be a simpler way to do it.

Thank you for your time, and for this awesome tool you've created.
User avatar
Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Playing animations on Live2D Characters

Post by Tony Li »

Hi,

For animators that aren't on the subtitle panel's Portrait Image (such as Live2D GameObjects), you can use sequencer commands such as AnimatorPlay(). Please see: Cutscene Sequence Tutorials
Anomen77
Posts: 3
Joined: Wed Feb 21, 2024 5:41 am

Re: Playing animations on Live2D Characters

Post by Anomen77 »

I had 'speakerportrait' written as the target from the previous tutorial and didn't pay attention to it. Changed it to 'speaker' and swapped the conversation start code from a DialogueSystemController.StartConversation() to a dialogue trigger on the Live2D game object.

Thank you for your time, and sorry for the inconvenience.
User avatar
Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Playing animations on Live2D Characters

Post by Tony Li »

No worries -- glad to help!
Post Reply