FAQ (Frequently Asked Questions)

(Updated 05/11/2020)

On this page, you will find questions and answers about how to use Cubism Editor and check its specifications.
Please refer to this page if you are considering introducing this system.

Please also check out the Live2D Help, which has been redesigned to be more user-friendly, including search by category.

 

 

Important Notice

cmo3, can3, and cmp3 files are backward compatible.
Please note the following items, as older files can be used with newer versions, but the reverse is not supported.

Model files, animation files, and part files created or saved with a newer version of the editor may not open properly with older versions of the editor and may become corrupted. If you wish to edit data created with a newer version of the editor with an older version of the editor, please do so at your own risk.

 

• If you are using the macOS version and experiencing freezing, please refer to the following items.

Q28. Why does Cubism Editor for macOS sometimes freeze when I try to operate it?

• For more information on the target version, please see the following section.

Q29. When I load a model, I am asked which target version to use.

 

 

Q1. What does the software do?

A1. Live2D Cubism is a software program that creates stereoscopic expressions on a single picture in full “2D”.

See the product page for details.
Cubism Product Page

 

Q2. Is there a manual? / I would like to know how to operate it.

A2. Yes. We are ready to serve you.

Please refer to the Top page of the product manual.
Cubism Editor Manual

Please refer to our tutorial page for video and other explanations of the model creation process.
Cubism Editor Tutorial

 

Q3: What are the required and recommended environment requirements?

A3. Yes. We are preparing for this.

Please refer to the Cubism Editor operating environment in the following page.
Cubism Editor System Requirements

 

Q4. Is there a Mac version?

A4. Yes.

Please refer to the following page.
Cubism Editor System Requirements

 

Q5. Can I load a 2.1 model?

A5. It is possible to read the data.

When cmox is loaded into Cubism3, the order of the parts palette is forced to be reversed.
In addition, IDs, etc. can be used without modification in accordance with script support in 3.X or later.
Therefore, the ID has been changed to the following specifications.

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

Please note that when the model (cmox) of 2.1 is loaded, it will be converted as follows.

ID values set by the user that can be taken in 2.1 specification Type After 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

 

Q6. Can data be exported for 2.1?

A6. Export is available in Cubism 3.

Export is basically possible in Cubism3.
However, there are some limitations, so please check the following notes on conversion.
For example, if you want to use data created with Cubism3 in “Viewer” or other applications, you need to convert it to IDs for 2.1.

[Notes on Conversion]

  1. Implemented export of Cubism2.1 cmox files.
    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 conversions 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.
    Other new features and settings in 3.0 will not be converted or reflected.

 

Q7. Can Euclid data be read?

A7. No. There is no compatibility.

Unfortunately, there is no data compatibility between the two. Please understand.

 

Q8. Is there a Viewer?

A8. Yes.

Viewer has integrated some functions including “physics” from Cubism3 into Editor.

Q9. What is glue? How do you use it?

A9. Glue is a function that automatically attaches the vertices of an ArtMesh to each other.

The weight (percentage of adsorption) is also adjustable, and the percentage can be changed gradually.
For more information, please see the “Glue” page.

 

Q10. I can't find Animator...

A10. Integrated from Cubism3.

The Modeler, Animator, and Viewer (some functions) of Cubism 2.1 have been integrated into Cubism 3 and can be managed in one Editor.

 

Q11. Does it support video export?

A11. Yes.

See the Image and Video Export page for details.

Q12. I found a bug-like behavior...

A12. We are very sorry... Please contact the community.

The community is here.
Community

 

Q13. Is there a dedicated community?

A13. Yes.

We have a community for Live2D. Please join us.
Community

 

Q14. Are non-Japanese language manuals available?

A14. Yes, we support “English”, “Chinese”, and “Korean”.

Please use the language switch at the top of the manual page.

Q15. Do you have any books available?

A15. Yes.

“Live2D Textbook: Creating Full-Fledged Animation from Still Illustrations”
Release date: September 10, 2019
Publisher: MDN Corporation

 

Q16. Does the interface support four languages?

A16. “Japanese”, “English”, “Chinese”, and “Korean” are supported.

Please use the installer for each language when downloading.

 

Q17. Can the model I created be loaded into the AE plug-in?

A17. Cubism3 or later is supported.

For more information, please refer to the About AE Plug-in page.

 

Q18. Can you make models for VR?

A18. Yes.

The model structure itself is basically the same, although it varies depending on the specifications.

 

Q19. I cannot edit ArtMesh properly.

A19. We are very sorry, this may be a bug up to 3.0.04. We apologize for the inconvenience, but please try the following recovery method.

Until 3.0.04, it was possible to reduce the number of points in the ArtMesh to two or less during mesh editing, and subsequent operations could not be performed properly with less than two points.

In 3.0.05, it has been changed so that you cannot complete mesh editing if you have only two or fewer vertices.
Please use either A or B below to restore ArtMesh created before 3.0.04 that cannot be edited properly.

[Recovery Method A]

  1. Select and delete ArtMesh in an incorrect state from the parts palette.
  2. From the Project Palette > Images for Models, select the image you wish to revive and right-click to “Create ArtMesh”.
    This operation generates the ArtMesh in its initial state.

[Recovery Method B]

  1. Select an ArtMesh in an incorrect state from the parts palette.
  2. Press the “Edit Mesh manually” button to begin editing.
  3. Switch to “Model Guide Image Display”. (The image and mesh become visible at this stage.)
  4. Edit the mesh to make at least three appropriate shapes. (From now on, mesh editing cannot be completed with less than two points)
  5. Complete mesh editing.
  6. If the texture does not display properly, press T twice to bring the original image into view.
    (Or, go to the “Modeling” menu > “Texture” > “Switch between Original and Texture Atlas” twice)

 

Q20. I loaded .cmox, but the color of the model is slightly different.

A20. The texture display method has been slightly changed since Cubism 3.0. If you experience a change in color, please try the following recovery method.

[Recovery Method]

  1. Click on “Edit Texture Atlas” on the toolbar.
  2. Click “OK” as it is.
  3. Texture atlas updated and color restored.

 

Q21. I cannot load an audio file.

A21. BGM and audio files can only be used in wav format; mp3 and other formats are not yet supported.

Only wav format can be used for background music and audio files.
Some formats, even the same [wav format], are not supported and may not be loaded with a warning.
In such cases, encoding to the corresponding [wav format (16bit, 44100Hz)] may allow reading.

 

Q22. The model does not appear in the view.

A22. It is possible that some layers in the “original image” have broken links.

If model information is displayed in the parts and deformer palette, recovery may be possible.
Please refer to the “Linking Original Images to Model Images” page for information on how to recover the images.

 

Q23. Is there a FREE version? And what is the difference between the PRO version?

A23. Yes.

Download here. For details on the differences between the PRO version and the PRO version, please refer to the Feature Comparison List. There is also a Trial period during which you can try out the PRO version!

 

Q24. My model does not move in Viewer or FaceRig.

A24. You need to change the parameter ID for 2.1.

If a model created with Cubism3 is converted for 2.1, ID conversion is required.
The IDs used in Viewer and FaceRig are Cubism 2.1 specifications, so the model will not work with Cubism 3 IDs.

For information on how to convert IDs, please refer to the “Conversion of IDs” page.

 

Q25. The Editor is unstable.

A25. There are ways to increase memory usage.

* With the new “Optimize Java memory allocation for editors” feature in *3.1, the following settings are no longer required.
However, if you wish to control memory usage yourself, please configure the following settings.
(Updated: 11/29/2017)

The Cubism Editor initially specifies 4GB as the maximum available memory size
If you experience problems such as large size textures not loading or slow playback of animations, increasing the maximum memory usage may help.

For details on how to change the memory usage, please refer to the “About memory usage” page.

 

Q26. Editor does not start.

A26. In some cases, updating the graphics driver seems to solve the problem.

“CUB3-1293=OpenGL initialization failed. Please make sure your computer meets the system requirements.”
Above message may appear and the startup may fail.
This is a warning for environments where OpenGL 3 is not available, but updating the graphics driver
seems to solve this problem in some cases.. Make sure you have the latest graphics drivers installed.

For details, please refer to the “What to check if the Editor does not start properly” page.

 

Q27. Shortcut keys using numbers do not work...

A27. The numeric keys on the top row and the numeric keys on the numeric keypad are treated as separate keys.

The shortcut keys in Cubism Editor treat the numeric keys that line the top of the keyboard and the numeric keys that line the numeric keypad as separate keys.
For details, please refer to the “Shortcut Key List” page.

 

Q28. Why does Cubism Editor for macOS sometimes freeze when I try to operate it?

A28. Turning off resident applications that affect mouse operations, etc. may solve the problem.

Cubism Editor freezes when using resident applications that affect mouse operations.
If you experience this problem, please use Cubism Editor with the resident application turned off.

The following applications are currently known to have the problem.
• PopClip
• BetterTouchTool
• BetterSnapTool
• Magnet

Q29. When I load a model in Cubism Editor 3, it asks me which target version to use.

A29. Select “Cubism3.0(3.2)” if you want to use 3.0 SDK in your project.

[The target version of the model is set]
• Cubism3.0(3.2): Set this if you want to use the same expression as the previous version.
 3.3 or earlier SDK, please use here.
 
• Cubism3.3: Set this option if you want to use the functions introduced in 3.3.
 If you use the 3.3 SDK, please click here to use it.
 
 Note that the only new feature in 3.3 that affects the SDK is [Warp deformer conversion].
 Models created with versions up to 3.2 can be created with the target version of [Cubism3.3] without any problems, but
if you continue to use the SDK before 3.3, specify the export version to [SDK 3.0 / Cubism3.0(3.2) compatible] in the moc3 export settings.


 Please refer to “Warp Deformer Conversion” for some notes on warp deformer conversion.

 

If you would like to search by category, please also see the Live2D Help.

 

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