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I can't export to moc3 file

*English is not my first language*
I tried many ways to export cmo3 to moc3. Finally I found the cause is in 4 layers and when I delete those layers I can export. But when I export with those 4 layers I get an error:

[ERROR] Exception in thread "Thread-169" java.lang.OutOfMemoryError: Java heap space
[ERROR] at com.live2d.serialize.archiver.RandomAccess$b.b(Unknown Source)
[ERROR] at com.live2d.serialize.archiver.RandomAccess$b.a(Unknown Source)
[ERROR] at com.live2d.serialize.archiver.ArchiveWriter.writeHeader(Unknown Source)
[ERROR] at com.live2d.serialize.archiver.ArchiveWriter.writeToBytes(Unknown Source)
[ERROR] at com.live2d.serialize.UUSerialize.serializeToBytes(Unknown Source)
[ERROR] at com.live2d.serialize.UUSerialize.serializeToBytes$default(Unknown Source)
[ERROR] at com.live2d.cubism.doc.model.exporter.w$a.a(Unknown Source)
[ERROR] at com.live2d.cubism.doc.model.exporter.w$a.a(Unknown Source)
[ERROR] at com.live2d.cubism.doc.model.exporter.w.a(Unknown Source)
[ERROR] at com.live2d.cubism.doc.model.exporter.b.a(Unknown Source)
[ERROR] at com.live2d.cubism.doc.model.exporter.b.a(Unknown Source)
[ERROR] at com.live2d.cubism.doc.model.exporter.d.a(Unknown Source)
[ERROR] at com.live2d.cubism.doc.model.exporter.d.invoke(Unknown Source)
[ERROR] at com.live2d.util.aj.a(Unknown Source)
[ERROR] at com.live2d.util.ai.a(Unknown Source)
[ERROR] at com.live2d.util.ai$$Lambda$309/0x00000008012347e0.run(Unknown Source)
[ERROR] at java.base/java.lang.Thread.run(Unknown Source)

Window 10
CPU: I5 12400F
GPU: GTX1650
Ram: 16GB

Answers

  • Omg the summer vacation is ending and I have to go to school soon ahhhhhhhh

  • Hi @Teddy_Turle

    Thank you very much for using our product.

    Please store the model file and log file with the issue in the following data box.
    https://biz.datadeliver.net/posts/lMuhgLrd1JfK

    Please note that this data box will only be accessible to the development team.

    For instructions on how to obtain the log, please refer to the following link.
    https://help.live2d.com/en/other/other_22/

    Thank you for your cooperation.
  • Hi @Teddy_Turle

    Thank you for sending us the data.
    We conducted an urgent investigation and found the following possible causes.


    The texture atlas may be large and contain many images, which may be causing heavy calculations.
    You mentioned that there are many art meshes with issues, but if they all have the same design, you may be able to reduce the data size by deleting all but one and duplicating the art mesh.
    In addition, consolidating the texture atlas as much as possible may also reduce the data size.


    The art meshes you mentioned as problematic may also have some issues.
    In the past, users with similar issues resolved the problem by replacing the textures and recreating the art meshes.
    Please refer to the following topic for reference.
    https://community.live2d.com/discussion/2205/


    Depending on how the art mesh, deformers, and parameters are created, calculations may become heavy.
    The warp deformers used in the model you provided have very large division counts, which may cause calculations to take a long time.
    By using statistical information and deformer verification functions to slightly reorganise the model structure, processing may become lighter.

    Best regards.
  • Thanks for your support. I was surprised that you replied so soon, I thought it would take a few days to get a reply.

    I tried many ways from your suggestions.

    Those 4 art meshes are for a frame by frame idle animation and that why they have the same design and I can't delete all but one.

    I split 4 large art meshes that were causing the problem into 16 smaller art meshes, try to not using large art meshes.

    I also tried replacing the textures and recreating the art meshes, copying art meshes which looked similar and trying to remake those large art meshes from the smaller one.

    I think what I'm making is just way too big and Live2D can't handle it, I really don't know what to do now. I can export when I delete those large art meshes but I don't want to do.
  • Hello Teddy! Im sure you have a bunch of stuff into your model right now once you start rendering it needs to open ALL the project files in advance to create the texture atlas and that can fill your ram pretty quickly, could you try cleaning up the project files of anything extra you are not using and/or merging the psd added to the project after the first one? I hope this helps~!
    I can help personally but if you find me on twitter or discord since here is kinda slow xD.

    I hope what i said helps, having 16gb of ram doesn't help much and the render process it can use a lot!!! (so yes the best solution would be to increase to lie 32gb or 64gb your pc)
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