Emofuri?

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Nay
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Emofuri?

#1 Post by Nay » Thu Jul 03, 2014 8:43 pm

Hey everyone, just recently a really neat (free!) program for animating characters came out called Emofuri. It focuses on automated expression changes, so all you have to do is draw your character in the way specified by the program and it'll animate it for you!

Image
like so (art by ぴよ寺むちゃ)

also, the animation is very smooth.

Here's where you can download Emofuri.
The app itself is in Japanese, but there are a few tutorials out on the topic already, like this one and this one. I haven't actually tried the app out for myself yet, but they look like good tutorials to start from.
The emofuri tag on tumblr also has a lot of beautifully drawn sprites. The app is accessible for anybody to use, so it's been gaining rapid popularity. :o

I felt like these sorts of animated sprites would go really well with vns, so this is just a topic to let anybody know about it. :) Hopefully some of you will be able to put it into good use!

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Re: Emofuri?

#2 Post by SundownKid » Thu Jul 03, 2014 8:54 pm

Impressive, however is there some kind of license for it? I'm guessing using it commercially would be an issue.

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Re: Emofuri?

#3 Post by PyTom » Thu Jul 03, 2014 8:54 pm

Question: What formats does Emofuri export to?
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Re: Emofuri?

#4 Post by Asceai » Thu Jul 03, 2014 8:59 pm

Happiness! Emotion and Electro Arms are two Japanese commercial VNs that use the Emote technology. There's others as well, but I haven't played them.

You can use this for commercial works, but it's only for individual and doujin use.

By the way, the main difference (apart from the above limitation, and of course the fact that Emote Free is free) between Emote and Emote Free is that Emote supplies plugin software for doing this stuff on the fly in your game (so longer, more complex stuff can be done) while Emote Free just exports animations. It exports to animated GIF, PNG sequences and WMV.

You probably want the PNG sequences. I have no idea how this stuff will handle in Ren'Py - probably very easy to overwhelm the cache.

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Re: Emofuri?

#5 Post by Nay » Fri Jul 04, 2014 10:21 pm

i searched around a bit more there is some information about a licensing fee. nothing to laugh at, either - here!
as well as the actual purchase page of the official site, which can be found here.
there are two types of purchases there, one for games that plan to have 10 million yen or more annually and one for indie games, which is cheaper. still very steep though, at 100,000 yen per year (about 987 USD).

so, whoops :// it's really not as accessible as I thought. unless i've interpreted something wrong in the articles? noncommercial games can still use the technology, though.

as for exports, it's .png sequences, .gif and .wmv. the maximum length of gifs (in Emofuri, the free version) is 12 seconds.

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Re: Emofuri?

#6 Post by fioricca » Sat Jul 05, 2014 11:30 am

Apparently I'm the nth artist who's succumbed to the temptations of Emofuri. /o\

Image

The animation is awkward because I'm not an animator, I just clicked around the timeline randomly. I also tried to adhere to the base doll as closely as possible, hence chibi Eileen. Art flaws aside, the animation can indeed be exported in 3 ways: .gif, .png and .wav. If you chose to export as .png, you end up with a sequence of frames that you set yourself on the timeline. If you export in .gif, you get the image above. I haven't tried .wav export but it probably looks something like this (from the official manual).

Because I had to export the animated figure in .gif, I don't know how to make this work in Ren'py D:

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Re: Emofuri?

#7 Post by SundownKid » Sat Jul 05, 2014 11:47 am

The best way to make it work in Renpy is to export it in a transparent .PNG sequence and then animate the frames using ATL.

Ren'py also accepts .gif images but I'm not sure if you can export transparent ones. If you can, it should work fine in the engine.

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Re: Emofuri?

#8 Post by PyTom » Sat Jul 05, 2014 7:17 pm

Ren'Py doesn't accept animated gifs. (It treats them as single-frame gifs - and that's only because I never bothered to make it reject single-frame gifs.)
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Re: Emofuri?

#9 Post by kisa » Sat Jul 05, 2014 9:37 pm

Well... You could, theoretically, export individual frames and then use those to create an animated sprite...
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Re: Emofuri?

#10 Post by PyTom » Sat Jul 05, 2014 9:40 pm

fioricca, what does the input to Emofuri look like? Would it be possible to post the layers somehow?
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Re: Emofuri?

#11 Post by LVUER » Sat Jul 05, 2014 10:03 pm

I see that this is similar to Live2D. But considering the price (if you go commercial), I would prefer Live2D since it really makes 2D arts looks like 3D (looks more alive and natural).
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Re: Emofuri?

#12 Post by SundownKid » Sat Jul 05, 2014 10:15 pm

Ouch, that is a lot of money. Live 2D is more expensive for the Pro version but at least it's not yearly.

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Re: Emofuri?

#13 Post by LVUER » Sun Jul 06, 2014 12:35 am

And the most important thing is Live2D has better result. And it's also can be made interactive (like games or apps).
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Re: Emofuri?

#14 Post by fioricca » Sun Jul 06, 2014 4:56 am

PyTom wrote:fioricca, what does the input to Emofuri look like? Would it be possible to post the layers somehow?
Yup. Using one of the default presets this time instead of trying to animate it myself, it looks like this:

Image

Basically, you need to import the .psd into Emofuri first and use the program to animate. There are a few sample presets (happy, angry, sad, etc) to start you off, and the one above is the default happy preset. Exporting all the frames in .png form for the above .gif gives you this, which I guess you could put into Ren'py afterwards... but the above happy expression alone is 53 frames, which I imagine would be too heavy for older laptops?

This is the original .psd if anyone's curious. It's quite messy and not so well-drawn h-haha /o\

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Re: Emofuri?

#15 Post by DaFool » Mon Jul 07, 2014 12:24 am

I was wondering why Live2D didn't take off as much despite being more flexible and fully translated, while EmoFuri just been in Twitter/Tumblr rounds and all of a sudden every artist has an animation. This explains it, thank you for this topic.

For real-time use, I suppose the program should output directly as ATL coordinates.

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