When scaling and moving objects at the same time in the animation mode, the two actions dont match up very well, it results in parts of the canvas being empty. When i try to finetune the scaling and moving speeds, i end up with a jittery mess instead. Is there a good way of scaling and moving objects at the same time, smoothly? Or is that yet another limitation of the Live2D animation mode?
This is how it looks with just having keyframes for start and end positions, notice the holes in the canvas
#How do i smoothly move and scale objects in the full animation?
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And this is how it looks when i try to improve it. The hole in the canvas is nearly gone, but the result looks very jittery
Honestly, the easiest way to fix this is to just add on the illustration and fill the hole.
Thats really unfortunate if that is the only way to improve this
i would recomend yo to make a deformer parent of everything that actually scale the scene
and other to move it around, is better for some reason than to use directly those scale movement options
so you suggest it better to handle moving and scaling of the scene within the Model itself and not by doing that to the objects in animation mode?
that does sound like a sensible workaround. But sadly wouldnt work for my current project, as it consists of multiple models and not just one
my suggest is = better to only use parameters than the other options on animations]]
you would avoid any weird movement like the one you are seen there
that sucks
i wish Live2D would make some serious improvements to the animation mode, as thats the one where i see most issues of limiting capabilities of what can be made
if it helps you, you can do the 2 parameters/deformers i said before, and copy those to all your others models, so all of them had the same zoom and movement