Unity For OW

Updated: 09/03/2019

Click here for more information on Original Workflow (“OW”).

Summary

Starting with the Cubism 3 SDK for Unity-R11, OW functions that were missing from the previous Cubism SDK for Unity have been added as components.

By adding components for OW, you can now express OW without changing the overall feel of the SDK.

To check the functionality of OW, use the Viewer for OW included with Editor. Viewer for Unity cannot check OW functionality.

OW Mode import differs from conventional mode in the following four ways.

  • The editor extension adds an editor menu for OW Mode in UnityEditor.
    • “Live2D/Cubism/OriginalWorkflow/Should Import As Original Workflow”
      This item is for switching to OW Mode.
      Importing model data with this item checked will create an OW-compatible model.
    • “Live2D/Cubism/OriginalWorkflow/Should Clear Animation Curves”
      This item is for clearing the curve of the AnimationClip.
      Reimporting a motion with this item unchecked will generate it and overwrite the existing AnimationClip.
      If checked and motion is reimported, all AnimationCurves set in the existing AnimationClip will be cleared before overwriting the motion.
      This function is available only when “Live2D/Cubism/OriginalWorkflow/Should Import As Original Workflow” is checked.
  •  The following OW components will be attached.
    • CubismUpdateController
    • CubismParameterStore
    • CubismPoseController
    • CubismExpressionController
    • CubismMotionFadeController
  • The Opacity curve set in the AnimationClip is processed for OW.
  • The .fade, fadeMotionList, .exp, and .expressionList assets are added to the project.
Was this article helpful?
YesNo
Please let us know what you think about this article.