Mask Inversion

(Updated 09/04/2019)

This section describes mask inversion.


About Mask Inversion

Inverts the clipping mask, allowing for hidden expressions.


Mask Inversion Procedure

It is the same as “Clipping Mask” up to the specification of the object ID to be masked.

Select and copy the ArtMesh to be masked.

Select the ArtMesh to be clipped and paste its ID in the [Clipping] field of the [Inspector] palette.

The ID of the ArtMesh to be used as a mask (ArtMesh5) is pasted into [Clipping], and the object is clipped.
Up to this point, this is the normal clipping mask procedure.

Check [Invert Mask] in the [Inspector] palette.

By turning on mask inversion, it is the opposite of a normal clipping mask,
the expressions can be hidden by the specified ArtMesh.

Multiple ArtMeshes can be specified by separating them with a comma (e.g.: ArtMesh1, ArtMesh2...)

When used in video productions other than SDKs, clipping masks can be used extensively. 


Example of mask inversion usage

Clipping the forelock to a translucent image => [Invert Mask]
to create the sheerness of hair.

The inverted mask can be used to hide the specified object, so that
colors do not overlap even when semi-transparent objects are superimposed on each other.


Clipping notes when using SDK

Restriction by SDK version specification

When using mask inversion, the editor's SDK target version should be [SDK4.0/Cubism4.0].


For targets prior to 3.3, mask inversion is not supported and is not reflected in the view display.
(It will look red and warn you.)



About moc3 file export

To use models with mask inversions in SDK4.0,
please set the export version to [SDK4.0/Cubism4.0 compliant].

If you select version 3.3 or earlier, the clipping ID and mask inversion flags will not be written out if mask inversion is turned on.



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