MrSlip777 / plugins_talk_live2d_cubism4

display live2d model for rpgmakerMV
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A small question #2

Open restrained-sober opened 9 months ago

restrained-sober commented 9 months ago

I can not change the position of the model

image

MrSlip777 commented 9 months ago

Thank you for using the plugin. Try the command as follows: TalkLive2d natori_pro_t06 Xposition 0

restrained-sober commented 9 months ago

I'm deeply grateful for your response. After tireless efforts, I've finally managed to implement most features of your plugin on my computer, for which I am extremely thankful. However, I'm still encountering some issues with adjusting the position. To better illustrate the problem, I've recorded and uploaded a video. If it's not too much trouble, could you please spare a moment to take a look at this video and advise me on what might be going wrong? [

https://github.com/MrSlip777/plugins_talk_live2d_cubism4/assets/136061663/9b72bba5-cc71-492d-aedb-cb58b5aa2c48

](url)

restrained-sober commented 9 months ago

Regarding the position adjustments, to be more precise, I am able to set the 'left' and 'right' options, but the settings for 'vertical' and 'middle' are still ineffective. Additionally, the plugin command 'TalkLive2d Model name Position x y duration wait' also doesn't seem to work.

restrained-sober commented 9 months ago

image error

MrSlip777 commented 9 months ago

I'm deeply grateful for your response. After tireless efforts, I've finally managed to implement most features of your plugin on my computer, for which I am extremely thankful. However, I'm still encountering some issues with adjusting the position. To better illustrate the problem, I've recorded and uploaded a video. If it's not too much trouble, could you please spare a moment to take a look at this video and advise me on what might be going wrong? [

Unbenannt.mp4 ](url)

Thank you for your response. I checked the video. It doesn't seem to work because there is a space between X and position.

ex) OK:TalkLive2d natori_pro_t06 Xposition 500 NG:TalkLive2d natori_pro_t06 X position 500

Please check again. Thank you.

MrSlip777 commented 9 months ago

Regarding the position adjustments, to be more precise, I am able to set the 'left' and 'right' options, but the settings for 'vertical' and 'middle' are still ineffective. Additionally, the plugin command 'TalkLive2d Model name Position x y duration wait' also doesn't seem to work.

Thank you for your report. ①As you say, vertical doesn't seem to be working. However, as far as I can see from the previous video, there seems to be no problem with the vertical position. If there is no problem, I would like to leave vertical as it is.

②From what I've checked on the code, middle seems to work. What commands do I set in RPGMakerEditor to make middle not work? Please let me know if you can. [ref] https://github.com/MrSlip777/plugins_talk_live2d_cubism4/blob/master/Live2DInterfaceMV.js

③What kind of command does "TalkLive2d Model name Position x y duration" not work when setting the command in RPGMakerEditor? Try writing position as pos.

ex) TalkLive2d Model name pos 10 20 3

restrained-sober commented 9 months ago

I'm deeply grateful for your response. After tireless efforts, I've finally managed to implement most features of your plugin on my computer, for which I am extremely thankful. However, I'm still encountering some issues with adjusting the position. To better illustrate the problem, I've recorded and uploaded a video. If it's not too much trouble, could you please spare a moment to take a look at this video and advise me on what might be going wrong? Unbenannt.mp4

Thank you for your response. I checked the video.感谢您的回复。我检查了视频。 It doesn't seem to work because there is a space between X and position.它似乎不起作用,因为 X 和位置之间有一个空格。

ex) (例) OK:TalkLive2d natori_pro_t06 Xposition 500 NG:TalkLive2d natori_pro_t06 X position 500NG:TalkLive2d natori_pro_t06 X 位置 500

Please check again. Thank you.

In my video, I've tried both methods. I've already tested with and without a space between 'x' and 'position'. If it's not too much trouble, could you kindly take a look and provide some guidance on this issue? Your help would be immensely appreciated.

restrained-sober commented 9 months ago

TalkLive2d Model name pos 10 20 3

https://github.com/MrSlip777/plugins_talk_live2d_cubism4/assets/136061663/77b4c5bd-3f23-4066-9e30-2cb5e3316fa1

MrSlip777 commented 9 months ago

I'm deeply grateful for your response. After tireless efforts, I've finally managed to implement most features of your plugin on my computer, for which I am extremely thankful. However, I'm still encountering some issues with adjusting the position. To better illustrate the problem, I've recorded and uploaded a video. If it's not too much trouble, could you please spare a moment to take a look at this video and advise me on what might be going wrong? Unbenannt.mp4

Thank you for your response. I checked the video.感谢您的回复。我检查了视频。 It doesn't seem to work because there is a space between X and position.它似乎不起作用,因为 X 和位置之间有一个空格。 ex) (例) OK:TalkLive2d natori_pro_t06 Xposition 500 NG:TalkLive2d natori_pro_t06 X position 500NG:TalkLive2d natori_pro_t06 X 位置 500 Please check again. Thank you.

In my video, I've tried both methods. I've already tested with and without a space between 'x' and 'position'. If it's not too much trouble, could you kindly take a look and provide some guidance on this issue? Your help would be immensely appreciated.

I'm very sorry. I made a decision without watching the video to the end. I didn't reproduce it in my environment. If possible, I would like to receive your project data and check it, is it possible?

restrained-sober commented 9 months ago

Thank you very much for your kindness. Now, I am finally able to set coordinates using Xposition and Yposition. The reason it wasn't working yesterday was that 'left' and 'Xposition' can't be used simultaneously, as it causes 'Xposition' to be ineffective. However, I'm still having trouble getting 'Try writing position as pos' to work.

For example, when I use: TalkLive2d Model name pos 10 20 3 it doesn't seem to have any effect. Could you please explain what the expected outcome of this command should be? Is the duration at the end meant for the time it takes to move to the new position, or is it for the time of a fade-in effect? If the effect is the same as setting Xposition and Yposition separately, then I can just continue to set them individually.

Once again, thank you so much for your help! Wishing you all the best in your life and work!

MrSlip777 commented 9 months ago

Thank you very much for your kindness. Now, I am finally able to set coordinates using Xposition and Yposition. The reason it wasn't working yesterday was that 'left' and 'Xposition' can't be used simultaneously, as it causes 'Xposition' to be ineffective. However, I'm still having trouble getting 'Try writing position as pos' to work.

For example, when I use: TalkLive2d Model name pos 10 20 3 it doesn't seem to have any effect. Could you please explain what the expected outcome of this command should be? Is the duration at the end meant for the time it takes to move to the new position, or is it for the time of a fade-in effect? If the effect is the same as setting Xposition and Yposition separately, then I can just continue to set them individually.

Once again, thank you so much for your help! Wishing you all the best in your life and work!

Sorry for the late reply.

TalkLive2d Model name pos 10 20 3 The command provides that the model will move to the position x=10, y=20 over 3 frames If you don't mind, I would like to check the project data, is it possible?

Thank you.

restrained-sober commented 9 months ago

I'm really sorry for the delayed response. I've been caught up with preparations for the Lunar New Year recently, so I've had a lot on my plate. Unfortunately, I can't fully disclose my project at the moment. However, I've managed to reproduce the conflict and have uploaded the package accordingly. Please forgive any inconvenience caused. adjust.zip I deeply apologize for the inconvenience caused. Due to limitations on file size, I had to remove all the audio files generated during the project creation. However, I've realized that this has resulted in errors during runtime. When you open the project, could you kindly add those audio files back? Otherwise, it will continue to encounter errors. I understand this may inconvenience you, but I would greatly appreciate your assistance in resolving this issue. Thank you for your understanding and support.

MrSlip777 commented 9 months ago

I'm really sorry for the delayed response. I've been caught up with preparations for the Lunar New Year recently, so I've had a lot on my plate. Unfortunately, I can't fully disclose my project at the moment. However, I've managed to reproduce the conflict and have uploaded the package accordingly. Please forgive any inconvenience caused. adjust.zip I deeply apologize for the inconvenience caused. Due to limitations on file size, I had to remove all the audio files generated during the project creation. However, I've realized that this has resulted in errors during runtime. When you open the project, could you kindly add those audio files back? Otherwise, it will continue to encounter errors. I understand this may inconvenience you, but I would greatly appreciate your assistance in resolving this issue. Thank you for your understanding and support.

I checked the adust.zip. Modify the command as follows: NG: TalkLive2d quangui 10 20 3 OK: TalkLive2d quangui pos 10 20 3

This will probably be the desired behavior. Thank you.

restrained-sober commented 9 months ago

I'm deeply grateful for your patience and assistance. Finally, I managed to succeed! The effect is truly astonishing! While studying Live2D these days, I discovered that Live2D can even achieve mouse tracking effects. Would it be possible to implement this in RPG Maker? If you have some spare time, could you please kindly provide some guidance on this?

restrained-sober commented 9 months ago

Oh, and to add, you mentioned in your previous comment that I should include "pos" at the beginning. I'm not sure why it didn't work last time, but this time everything went smoothly. It's probably because I didn't follow the correct steps properly last time. I'm truly sorry for wasting your time.

restrained-sober commented 8 months ago

I hope this message finds you well. I'm reaching out to inquire about an issue I've encountered with the live2d models in my RPG Maker MV project. When incorporating three or four live2d models and running the project for debugging, I've noticed a considerable delay at the beginning. For about 40-50 seconds, it seems that any action I attempt is ineffective until the preloading completes. I was wondering if there might be a solution to address this concern?

I've been contemplating the possibility of integrating a global preloading module. This would allow the game to initiate with a black screen, signifying that it's in the preloading phase. Once all assets are loaded, the game interface would smoothly transition into view, enhancing the overall gaming experience. I'm curious if you might have any insights or suggestions regarding this matter? Your guidance would be sincerely appreciated.

Thank you for your time and consideration.

restrained-sober commented 7 months ago

Hello, I hope you don't mind me reaching out again. I've been asking you questions since January 27th, 2024, and it's already April 6th. I recently came across a new issue regarding layer sorting. I'm curious about how you arranged the layers for the live2d character models when you developed this plugin. I noticed that when the image numbers I'm displaying exceed 49, they appear above the live2d models. Where in your plugin can I make adjustments for this? It would be ideal if I could specify the layer for the live2d models, as it would provide greater operability. Perhaps setting the default value to layer 50 would be convenient, considering there are exactly 100 common image IDs!

MrSlip777 commented 7 months ago

Hello, I hope you don't mind me reaching out again. I've been asking you questions since January 27th, 2024, and it's already April 6th. I recently came across a new issue regarding layer sorting. I'm curious about how you arranged the layers for the live2d character models when you developed this plugin. I noticed that when the image numbers I'm displaying exceed 49, they appear above the live2d models. Where in your plugin can I make adjustments for this? It would be ideal if I could specify the layer for the live2d models, as it would provide greater operability. Perhaps setting the default value to layer 50 would be convenient, considering there are exactly 100 common image IDs!

Sorry for the delay in replying.pictpriority. By default, if the picture number is 10 or less, it is displayed on the back of the Live2D model.

Thank you.

スクリーンショット 2024-04-07 105834

MrSlip777 commented 7 months ago

I hope this message finds you well. I'm reaching out to inquire about an issue I've encountered with the live2d models in my RPG Maker MV project. When incorporating three or four live2d models and running the project for debugging, I've noticed a considerable delay at the beginning. For about 40-50 seconds, it seems that any action I attempt is ineffective until the preloading completes. I was wondering if there might be a solution to address this concern?

I've been contemplating the possibility of integrating a global preloading module. This would allow the game to initiate with a black screen, signifying that it's in the preloading phase. Once all assets are loaded, the game interface would smoothly transition into view, enhancing the overall gaming experience. I'm curious if you might have any insights or suggestions regarding this matter? Your guidance would be sincerely appreciated.

Thank you for your time and consideration.

Thank you for your feedback. It is true that the time of the model takes a long time, so it will not be manipulated or displayed unintentionally while the model is loading. Therefore, it is desirable to implement a process that does not allow operation by providing a loading screen while the model is loading.

This plugin has a flag variable, IsFirstLoad, which indicates that the model is being loaded. Please refer to the attached image for how to use it.

スクリーンショット 2024-04-07 110819

restrained-sober commented 7 months ago

I hope this message finds you well. I'm reaching out to inquire about an issue I've encountered with the live2d models in my RPG Maker MV project. When incorporating three or four live2d models and running the project for debugging, I've noticed a considerable delay at the beginning. For about 40-50 seconds, it seems that any action I attempt is ineffective until the preloading completes. I was wondering if there might be a solution to address this concern? I've been contemplating the possibility of integrating a global preloading module. This would allow the game to initiate with a black screen, signifying that it's in the preloading phase. Once all assets are loaded, the game interface would smoothly transition into view, enhancing the overall gaming experience. I'm curious if you might have any insights or suggestions regarding this matter? Your guidance would be sincerely appreciated. Thank you for your time and consideration.

Thank you for your feedback. It is true that the time of the model takes a long time, so it will not be manipulated or displayed unintentionally while the model is loading. Therefore, it is desirable to implement a process that does not allow operation by providing a loading screen while the model is loading.

This plugin has a flag variable, IsFirstLoad, which indicates that the model is being loaded. Please refer to the attached image for how to use it.

スクリーンショット 2024-04-07 110819

Thank you for addressing my questions. I must admit, when you didn't respond earlier, I thought perhaps my inquiries were too basic. Haha. However, I followed your instructions and attempted the modifications as you suggested, and they worked perfectly. I apologize for not thoroughly examining all the adjustable parameters provided within the plugin beforehand. Had I done so, I probably wouldn't have posed such questions. Once again, thank you for your response.