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I found a temporary fix for the quality issue: canvas.width = window.innerWidth*2; canvas.height = window.innerHeight*2;
However I am still curious to know, what the constant 2 actually does? Is the quality really halved during the pro…
I did realize a quality problem. (see picture)
The quality is good on Live2d Viewer, but the quality is not good on browser.
I noticed that the constant 2 is always used // mmat.setWidth(2.0); var scaleX = 2.0 / width;
Does this constant 2 …
never mind. All good now.
However I did have to tweek the Live2DFramework.js
Here's was my solution for anyone who's interested:
Live2DFramework.js - line 850-ish L2DModelMatrix.prototype.setWidth = function(w/*float*/) { var scal…
I tried
var mmat = new L2DModelMatrix(height, height);
and
canvas.width = window.innerHeight;
canvas.height = window.innerHeight;
The result is still distorted
I am struggling with this. Now I got:
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
#glcanvas{
position:absolute;
width:100%;
height:100%;
}
I know that the trick lies in Sy
var matrix4x4 = [ Sx,0,0,0 ,…
I don't want the original proportion of the live2d .moc to change.
So if the width changes by 0.5, the height would also change by 0.5 ;
& if the width changes by 0.25, the height would also change by 0.25.
So that's what I want. Help please…
The circles were originally perfect circles, but in the canvas they are distorted.
How do I adjust the matrix4x4, so that the width would fit into the screen, and the height would adjust proportionally to the width ???
Thank you
Ok. I create a hit area (with a reference ID) in the Cubism editor.
But then, how do I grab the reference ID when I'm programming in JS using Cubism SDK?
I struggle to find the relevant functions in here: http://doc.live2d.com/api/core/cpp2.0e/
Thank you for your responses.
However, is there a simpler way of doing it?
All I want is the following:
" If a Part of a live2d model (eg. head) gets clicked, then a event would be triggered" .
I just learnt how to adjust the opacity of individu…
A related question.
If I have a live2d model, consisting of a head and a body. But I only want to load and display the head, and ignoring the body completely (ie: not load and hence not display the body). How do I do that?
Thanks in advance)
I had it here and it worked. Thank you. draw = function(gl){ ... live2DModel.setPartsOpacity("PARTS_ ... ", 0); motionMgr.updateParam(live2DModel); live2DModel.update(); live2DModel.draw(); }
I didn't understand what you meant, sorry.
I hope the following picture can illustrate my question better.
If I click at the green cross, then it causes the head to nod.
But if I click on the blue cross, it will not cause the head to nod.
I am jus…
It's ok now, thank you.
I fixed a bug to do with gl, and the problem is gone.
When I looked through lib/live2d.min.js , it does seem that createProgram is related to gl .
So I guess the tip for anyone who encounter this problem in the future is…
And for anyone who want's to know how I did mtn preloading, here's how:
Near the very beginning, just after the .model.json is defined into your code: for(var i = 0; i < modelDef.motion.length; i++){ load_motion(modelDef.motion[i], i); } …
Thank you. I wish I could dynamically slow-down and speed-up animations.
After some trying, I managed to do this (speeding up animation dynamically) : var Simple = function() { ... ha.addEventListener("mousedown", function(){ …
If you can't understand my question, I will explain my problem like this:
Something like this works fine: PERIODIC UPDATE FUNCTION: UtSystem.setUserTimeMSec( UtSystem.updateUserTimeMSec() * 2); // ie: a constant, and the animation goes twice as …
What I meant in my previous question is that - The documentation says that I can use those loop-fade functions , but in my Javascript code I can't make it work. Why is this?
Thanks in advance:)