#Can't properly reflect parameter value.
80 messages · Page 1 of 1 (latest)
you are reflecting the object, not the parameter
you need to click the parameter menu > reflect motion
Well i wouldnt do any reflecting with parameters linked like that. From what i can tell, you want to reflect motion the +1 angle x to the -1 angle x when its on +1 angle y right?
when i do that the eyes are reverse, like they need to be flipped so the opposite is the bigger one on the left keyframe
i've tried it linked and unlinked and nothing works :c
and yeah, i want the left upper Y angle to match the X one
Well like kibu said, youre using the wrong reflect command
unlink parameters
Do the reflect motion on X selected
when you reflect X make sure Y is at maximum
Reflect motion is found here
so you basicaly will be reflecting top right to top left [[but you can not reflect motion with linked parameters like that because it need to be separated
And if that still doesnt work then your model might be offcenter
oof oki ignore how derpy it looks xD but heres what happens when i reflect it that way, the eye sizes aren't reversed, like they dont mirror
It seems like you may have something else on Angle X that is affecting the eyes
i feel this is happening because the child is getting outside the parent
its probably the children "RightXY" and "LeftXY" ?
Try this
1.- right click on hte parameter keyform so the mini menu shows
2.- Click "Select"
3.- do Reflect motion
there is also the parent called "eyes" that is affecting, you can see when you move that the eyes have a little wave
Oh true. Lotta deformers
srry for the bad pic but here’s all of them
show the deformers = show them on the video visualy
you are hiding everything so we can not see how anything moves
oh oop srryy one sec then
dw
srry im not completely sure how to show it, basically all i did is theres an xy deformer with both left and right and child deformers with left and right individually so itd be easier to edit them separately
im not good at rigging im not sure how its supposed to be done
So it's not going to look exactly the same bc each eye has their own XY adjustments and they aren't the same between the left and right eyes.
and inside of the child deformers theres also extra deformers of like the top eyeliners for example
aw wait is it possible to remove the derpy side to completely copy paste over the side i want there?
ok the main issue you have right now is that you have a looot of deformers on the same parameter, so wen you reflect, you are ONLY reflecting the one selected, not everything on the parameter
now, because yo also did X-Y on each eye, reflecting them would look weird because is not like what you do in one deformer is gonna move to the other
1 thing you can do is to finish all the rig of one eye and copy-reflect the deformer
OR
the easier way would be to concentrate all the parameter in 1 deformer for both eyes
What a lot of people do, including me, is do all the rigging on one eye and then select all the eye objects, copy, paste, edit form->reflect, and then check it.
doing stuff on childs and parents on the same parameter could make weird results if you dont control well the deformations of each as it could calculate stuff very wrong
what isos said is a good way to do it
On my case, XY i do them in 1 deformer parent of both eyes, that way each reflection of motion is fast and easy to control
oh so next time would it be best if i didn't make a deformer with both eyes in it? its kinda hard to comprehend since i dont have alot of live2d knowledge but i think my mistake was rigging on the parent and child that have the same eye in it?
if thats what u meant ;w;
mmm let me try to explain in a more simple way
you did XY in each eye, individualy [this are called Childs]
and then on 1 deformer that have both eyes [this is called Parent]
when you did this and reflected the movement, it only reflected the parent, not the childs.
thats why your other eye didnt moved the same way
something recomendable is to only work the XY on the parent that have both eyes inside, that way it will reflect the movements as you imagine them, because everything will be in one only object
when you reflect a movement, it only reflect the object you select, not everything on the parameter
Ohhhh i see
wait so would it work if i selected all the child deformers in it and reflected them also?
and what do I do if i wanna edit something more precise? like for eyeliner for example, its hard to edit it when its in a deformer with all the other eye parts
you can try, the issue is
Lets say you rigged the Left eye
when you reflect it, there is a posibility that it reflect that eye in its own position, is not gonna take what you did in one eye and do it on the other eye, because they are diferent objects
can you elaborate more?
since u said it's recommended to work on the parent that has the two eyes inside i was wondering if there was no way to edit things separately, bc when ur working with the parent deformer and it has all parts in it its harder to move just 1 specific part if that makes sense
well... this is more on a organization thing
for example
i do one parent for what i call eye shape [[eyeline, eyeshadows, sclera, eyelayes, makeup]] then anoter parent with both Eyeballs
why?
because i want to control how i deform the shape of the eye without deforming the eyeball weirly
now if i would have like a very lets say i want my eyelashes to look like they go outside the face when its facing to the side
i would then put all eyelashes in its own parent and do that [[now this could be more complext because if you do a lot of stuff you can also fall in breaking things when blink or do expressions if you just deform without thinking
also something to point because i see you added a LOT of divisions on your deformer
If you are gonna do that, you need to make sure ALL deformers inside are super divided too
because if a child has a low division number, the parent can be divided in 100x100 and is not gonna do much because the child can not deform the same
ohhh is there a division limit per parent?
usually no, but you dont really need that much.
just make sure that if you are increasing the parent division, you also areincreasing childs or you will basicaly do nothing
btw, is there a way i can fix my current issue with the eyes? even if i have to redo some parts i just rlly want it be be correct
okie thanks! ill keep that in mind
mmm
i would delete the individual eye xy, and work it all in the parent 🤔
for example your parent only cuved like an arrow to the middle up position, but was basicaly doing nothing on the sides
for example, this is the only movement this parent does, you have a suuuper divided mesh, for a deformation that is just middle up [[you are not using all those divisions at all but making the model use a little more of ram for them
yeah i agree xD idk why but i was under the impression the more divisions the more accurate/better itll be
thats true if you are deforming
that mentality is not wrong
but then that kind of deformation is like... something you can do with like a 3x2 division lines xD instead of 20x20
xDD tru tru
kk so u think i should delete the eye xy and do everything separately on the left eye and right eye xy's?
no
like
instead of work left and right
i would work
both sides but separated in
eyebrows
eyeballs
eyeline/makeup/eyelashes/eyeeverything that is not the pupil and those xD
aa okii this is pretty hard >^<
welcome, but the result is worth
ty for all ur help! i appreciate itt 🫶
anything you need
I'm late bc I was trying to show case how reflect works that made sense but it's your choice on working individual eyes and copy pasting or both under under one deformer. Here I try to show that even though all warps were selected and reflect motioned, the child only reflect bassed on their own deformation.
ahh thanks!! honestly all of this stuff is still confusing to but it makes a lil more sense than before :'3
i appreciate u making the guide! ^w^
You should make a new post and explain what youre trying to fix.
is this the right channel for it just wanna make sure