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. Left eyeball Notes on Clipping When Using SDK.As an example, in the sample model “Nijiiro Mao,” selecting the left white eye and clicking will select the following object that uses the left white eye as a clipping mask. ![]() Reverse clippingįrom the menu, navigate to -> to select an object that uses the selected object as a clipping mask in reverse. This can also be done from the menu -> ->. Select the target object and click the target mark button on the right side of to select the object to use for the clipping mask. Select Objects from a Clipping Relationship Selecting a clipping mask
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