[About macOS Sonoma 14.0] (update 10/17/2023)
The current compatibility status with released Live2D Cubism products is as follows:
[supported]Live2D Cubism Editor version 5.0.01 and later
[not supported]Live2D Cubism Editor version 5.0.00 beta1 and earlier,Other Live2D Cubism products, including Live2D Cubism SDK.
Please refrain from upgrading the macOS as they may not work properly.
The Cubism Editor license file may be lost after the macOS upgrade.
Please make sure to deactivate the Cubism Editor license before upgrading the macOS.
For more detailsSource Image Files and Eye Question
Hello! I am quite new to the Live2D Scene, and I truly appreciate any help you may be able to provide on these issues I'm having. I purchased an original data model from Booth, and I am attempting to make some edits to the model.
The first issue I'm having, the original texture/part names are all Japanese. To make it easier for myself, I translated all of the layer names within Photoshop to English. I know that the names need to match exactly to the original Source Image File. My question, is it possible to rename those folders (layers) located within the Source Image? I know I can rename the actual textures, however changing the folder's names I am not sure how to do, or if it is even possible.
The second question I was wondering if someone may be able to help with. I would like for my model to have 2 different color irises. The photoshop file and the source image both have two textures for eyes. The issue, for me at least, is that the Model Image for the right eye. It's artmesh encompasses both the right eye and left eye, I'm assuming it is mirroring the texture? Is there anyway to, I guess, unlink these, so as to have two different color eyes? If I attempt to set as Input for Model Images, both irises just disappear.
If this helps, here is a screenshot of the way that the eyes have been rigged.

I really appreciate your time, and I hope everyone has a fantastic day
0 ·
Answers
Thank you very much!
In regards to the second question, I ended up delving into production myself, and figured out how to do what I was looking to do.
For anyone that may need help with the same issue:
It's not too difficult of a task, I needed to firstly create a model image from the right eye in the PSD Source file, create the artmesh for the eye, then link the eye to the appropriate deformer.