#Fixing Neuro's Tail Movement

1 messages · Page 1 of 1 (latest)

fleet rune
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After seeing a clip with Anny commenting about the tail not moving and Vedal's response I was curious and looked up Teru's rigging vod to see what params he set for the input. Looks like he just tied it to breath, which isn't going to do anything by default in Unity with the Live2D SDK.
I fired up Unity and followed the SDK directions to load one of my earlier tail practice rigs into it. As expected there was no motion happening.
I followed the SDK tutorials for adding the CustomHarmonicMotionController script component to the model with Blend Mode set to "Override" and adding the CustomHarmonicMotionParameter script component to the model -> Parameters -> ParamBreath and setting Direction to "Centric". The motion was a bit weird at first, but it was just because Unity preview was uncapped fps which messed up the physics, once I capped it to 120 it was working closer to normal, still not quite right until I increased duration to 5.
Hope this information will help with getting the tail going.

foggy gyro
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I don't know how all this stuff works but i'm bumping so Vedal can see it

fleet rune
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I still don't have embed perm so I uploaded a video to YouTube to show/explain what I mean. (Sorry for the garbage contrast, OBS Window Capture wasn't getting the pop-up menu and when I changed to Display Capture I forgot to force it to record SDR) https://www.youtube.com/watch?v=KFGYniAvVq8

spiral bladeBOT
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@fleet rune has leveled up! (2 ➜ 3)

pearl briar
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relevant to current stream, bumped in case it helps him

plush jewel
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god i love bumping discussions

foggy gyro
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Bump indeed

fleet rune
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Yeah, hoping it can help, I know he has a ton of additional scripts and stuff to control and trigger things in the model, so there could be a conflict with something else, but hopefully not, because then he'd need someone with Live2d to bake the physics into an animation script to directly adjust the tail rotation params.

zinc current
fleet rune
cold pine
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update