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Playing animations on Live2D Characters

Posted: Wed Feb 21, 2024 6:07 am
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.

Re: Playing animations on Live2D Characters

Posted: Wed Feb 21, 2024 11:01 am
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

Re: Playing animations on Live2D Characters

Posted: Thu Feb 22, 2024 7:20 am
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.

Re: Playing animations on Live2D Characters

Posted: Thu Feb 22, 2024 8:36 am
by Tony Li
No worries -- glad to help!