#Eye Highlights Disappearing on Export
40 messages · Page 1 of 1 (latest)
do they show up in l2d viewer?
Yes
what parameters are they currently keyed on?
So top 3 are just toggles. I've tried removing them from them entirely. It did not fix.
The meshes are keyed to these?
yea
and what are the settings for the toggles
I'm beginning to dislike this word LOL
I'm still grasping what they are fully so it's a headache when they begin messing things up T_T
Toggles are just
0 - On
1 - Off for the hightlights
that may be what it is. you may also want to check if you have "save expressions" checked and see which ones are on
you, dont know what a permutation is? i mean, thats a common question for a lot when start rigging and link too many parameters on same objects
Save expression turned off. o7
well, to avoid them, you normally dont have more than 2 parameters keyed to an object
yes, blendshapes parameter doesnt count for permutations, so you can have a lot
only normal parameters count for permutation, as iso say, not recomended to have more than 2
are you trying to do something like to hide the eye highlights when certain expression is ON?
are all toggles does the same?
Yes! This client has multiple different highlights per expression
you could make 1 toggle to be like "highlights" and turn it on-off in all the others
[a toggle can move more than 1 parameter]
yea instead of keying highlights to every expression parameter you can just have one parameter to toggle the highlight
the expression are later configured in the exp file
just to make things a little more organized
a toggle is any animation or expression of a model that activates with a key
an expression [wich is what you want to use here] is a file that moves one or more parameters
so, you can have 1 parameter to turn on-off the highlights, and use it in all the others expressions
Gotcha
you can create the expression, in live2d Viewer, or in VTS, wich is easier for u
as a golden rule if you are doing something that makes you key to more than 3 parameters probably you need to step back and think it over 
Understood, would adding a rotation/warp parent possibly circumvent this? Or does that potentially cause more issues?
[i would not use rotations for opacity parameters unless they are not suppose to deform]
So for example if I was to parent these into their own new group, it should fix any permutation errors
yes, you can create a warp deformer and only key on the parameter to turn them on-off
that is the way to fix your permutation issue
Okay 