Handling of Cubism 2.1 data

Models and animation data (cmox, canx) created in Cubism 2.1 can be used in Cubism 3.

 

Loading models created with Cubism 2.1

To open as model data (.cmo3)

As with Cubism3 model data, click [Open] from the [File] menu and select the model.
Alternatively, you can open the model data in the same way by dragging& dropping it into the view area.

 

To open as animation data (.can3)

As with Cubism3 animation data, create animation data by clicking [File] menu, [New], and then [Animation].
Alternatively, you can open the animation data in the same way by dragging& dropping it on the timeline.

 

POINT
When model data created with Cubism 2.1 is loaded into Cubism 3, the order of the parts palette is reversed, but the appearance of the model does not change.

Export models in Cubism 2.1 compatible format

Models created with Cubism3 can be exported to a format usable with Cubism2.1.

However, in Cubism2, the texture atlas is already created from scratch, so before exporting, edit the contents by creating [Edit Texture Atlas] with the model displayed.

For more information, please refer to the “Edit Texture Atlas” page.

 

From the [File] menu, click [Output as model data (.cmox) for 2.1] and save the file.
During the process, you will receive the following warning, click [OK] to continue.

 

Regarding the content of the warning, please read the following notes, as there are some limitations when converting to the 2.1 data format.

Precautions for converting

  1. Please note that the association with the original PSD will be broken. (This may be addressed in the future.)
  2. The number of divisions of a warp deformer transformation is set in 2.1 as the same value as the number of divisions of a Bezier.
    3.0 allows direct editing of the division points for conversion, such a conversion is necessary to keep the representation the same as in 2.1.
    * However, if the number of divisions for conversion is extremely large, such as for video, the operation will be slow because handles are set for all control points.
  3. Deformed paths will not be converted for 2.1 and will be deleted.
  4. Other new features and settings in 3.0 will not be converted or reflected.

 

Notes on models for embedding

ID Specifications

Since Cubism 3.X, scripting is supported and model IDs can be used as they are.
The changes to the ID specifications are as follows.

• Only single-byte alphanumeric characters and _ (underscore)
• 63 characters or less
• We can't start with the numbers.

When model data (cmox) created with Cubism2.1 is loaded, it will be converted as follows based on the above specifications.

ID value of Cubism 2.1 specification Type After Cubism 3 conversion
D_HAIR_FRONT_001.00 ArtMesh D_HAIR_FRONT_001_00
B_BODY_001.02 Deformer*1 B_BODY_001_02
_BODY_001.02 Deformer*1 _B_BODY_001_02
10_BODY_001.02 Deformer*1 _10_B_BODY_001_02
PARTS_01_HAIR_FRONT_001 Part ID PARTS_01_HAIR_FRONT_001
PARAM_EYE_L_OPEN Parameter ID PARAM_EYE_L_OPEN

*1 Same specifications for both rotation and curved surface

POINT
The content of the ID does not affect the model used for the video.

 

In addition, if you want to use data created by Cubism3 in “Viewer” or other applications, you need to convert it to IDs for 2.1.
(The function that allows the model to follow the line of sight as the mouse pointer moves in the Viewer is set with an ID for 2.1.)

POINT
The ArtMesh for the hit detection is not converted as appropriate and is not displayed in the Viewer after ID conversion for Cubism3 -> 2.1.
The Viewer has a naming convention of appending “D_REF.” to the hit ID, so if you want to display it in the Viewer,
please manually convert the ID of the ArtMesh for the hit determination.

For details, please refer to the “ID Conversion” page.

 

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