![]() The number of masks recognized by the SDK is identified by a sequence of IDs. In Cubism Editor, the number of clippings in the model and the mask permutation types can be checked with statistics. Transform the duplicated ArtMesh in the same way as the original.Ĭheck the Number of Masks Check the number of masks in the Editor.Enlarge the duplicated ArtMesh so that the outline of the original is hidden.Change the ArtMesh for the specified mask from the original ArtMesh to the duplicated ArtMesh.If the mask shape is not complex, it can be avoided by modifying the model using the following procedure. If the ArtMesh for the mask is visible, the color of the translucent area of the ArtMesh for the mask will be visible through the translucent area of the cut-out outline. This is caused by the translucent areas in the mask outline that allow the colors of the underlying ArtMesh to show through.Ĭubism’s clipping masks are represented by the following two ArtMeshes, each existing as a separate ArtMesh.Īny translucent areas in the mask outline will have their opacity applied to the ArtMesh being cut out. When viewing a model with a clipping mask set in the Cubism Editor or Cubism SDK, the outline may appear to have a rim. For more information on the mask characteristics, see “ Comparison of each SDK.” White Edge of the Mask *2 Cubism SDK for Unity differs from Cubism SDK for Native and for Web in the scope of mask preparation. This removes the upper limit on the number of masks and ensures that the masks are always drawn with maximum quality. *1 In Cubism SDK for Native, CubismRenderer::_useHighPrecisionMask can be changed to “true” to generate a mask for each drawing. Rectangle containing all ArtMeshes to be masked*2 Rectangle containing all ArtMeshes to be clipped The standard mask characteristics for each platform SDK are as follows: Platform name If strict representation is required, please check with the actual device beforehand. Difference in expression The expression and appearance may differ depending on the environment, display size, and other factors. It is recommended that use be kept to the minimum necessary. ![]() Load and performance degradation In some environments, the load caused by clipping can be significant. Since the actual characteristics depend on the program implementation, please confirm the display on the actual device.įor more detailed information, please refer to “ Mask Preprocessing Methods” in the SDK manual. ![]() In the clipping drawing method of Cubism 3 SDK or later, if the number of ID permutation types specified for clipping exceeds a certain number, the display may become distorted or other problems may occur. If you intend to incorporate the software into an SDK for the purpose of game development, etc., please be sure to read the following notes.
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