---
title: '【 head angles xyz rig + easy aug physics 】live2d step by step guide'
source: 'https://youtube.com/watch?v=1pFJuldwlOQ'
video_id: '1pFJuldwlOQ'
date: 2026-06-19
duration_sec: 0
---

# 【 head angles xyz rig + easy aug physics 】live2d step by step guide

> Source: [【 head angles xyz rig + easy aug physics 】live2d step by step guide](https://youtube.com/watch?v=1pFJuldwlOQ)

## Summary

This tutorial covers rigging head angles (X, Y, Z) in Live2D, including a simplified method for augmented physics to add lifelike movement. The creator demonstrates step-by-step how to deform the face, eyes, nose, ears, and hair to create the illusion of 3D head rotation, and then set up physics parameters for a bouncy, natural feel.

### Key Points

- **Overview of head angles and augmented physics** [0:11] — The video will cover angles X, Y, Z and augmented physics (movement physics for the model). Augmented physics add life; the creator uses an easier, cleaner method that sacrifices some rigging complexity.
- **Setting up physics parameters** [1:49] — Create new parameters (e.g., angle X physics) with ranges -30 to 30. These will be used as output for the physics system, driven by the default angle X input.
- **Preparing the face layers** [2:54] — Hide hair to work on the bald face. Ensure face is symmetrical. Group face line and face skin under one warp deformer.
- **Gluing face line to face skin** [3:38] — Copy mesh from face skin to face line, then select both and Ctrl+G to glue vertices together. This makes them move as one when deforming.
- **Rigging angle X for the face** [5:32] — Add three keyforms on angle X. Deform the face to the right (positive 30) by dragging green corners, then adjust bezier divisions and conversion divisions for smooth curves. Use 'smooth all' bezier edit type.
- **Refining face line and skin with path deformers** [9:04] — Select both face line and skin, add path deformers along the edge. Edit keyforms on angle X physics to fine-tune the face shape when turning.
- **Rigging angle Y (looking up/down)** [11:15] — Add three keyforms on angle Y. For looking up, curve the face upward; for looking down, curve downward. Think of the face as a ball.
- **Handling corners (combined X and Y)** [13:51] — Synthesize corners by copying angle X keyforms and editing them to squeeze the face inward when looking up+side or down+side. Reflect horizontally for the other side.
- **Rigging eyes, eyebrows, and nose** [17:17] — Place each feature under its own angle XY warp deformer. For the nose, add path deformers to create a line when turning. Use orb deformer on eyes to make them appear rounded.
- **Ear rigging with clipping masks** [22:26] — Use an inverted clipping mask (copy of face skin) to hide the ear when facing forward, then reveal it by moving the clip layer when turning. Set opacity to zero on the clip layer.
- **Rigging front hair** [26:53] — Group all front hair under an angle XY warp. Deform to follow head rotation. Add individual warps for each hair section to create depth (e.g., flicks jutting out).
- **Mid hair and pigtails** [32:02] — Rig mid hair to reveal when turning. For pigtails, use angle Z warps so they fall to the side when tilting the head.
- **Neck clip inversion mask for looking up** [34:37] — Create a neck clip layer (copy of face skin) with inverted mask on the face line. Set opacity to zero and warp it to fade the jawline when looking up, enhancing the illusion.
- **Angle Z (head tilt) with rotation deformer** [38:35] — Use a rotation deformer on the entire head. Place the pivot point at the neck. Add three keyforms and tilt the head. Avoid overusing rotation deformers to prevent mesh issues.
- **Setting up augmented physics** [43:36] — In Physics settings, add a new group. Set input as angle X (as angle, effect 100), output as angle X physics parameter. Adjust duration (10), shaking (0.8), reaction (1), acceleration (1). Repeat for Y and Z.

## Transcript

[Music]
foreign
last time we went over math forms and
the mouth opening so if you want to
check out that video before this one
feel free to there are some tips there
that I am gonna use in this video but
that goes for all my other Ricky videos
So today we're gonna work on head angles
we're going to be doing angles X Y and Z
and I will also be going over augmented
physics now if you don't know what
augmented physics are it's basically
movement physics for your model that
gives you a little more life there are
different ways to add these physics in I
do an easier way that I think looks
cleaner but it does take away some of
the rigging I will explain that later
just follow along and we'll figure it
out together so first of all just like
the mouth rigging video we're gonna look
up a guide I feel like the head angles
for a model can really set apart a good
rig from a bad rig maybe even more so
than the mouth a good model that has
good angles can really show the depth of
the model and make it look more 3D
rather than 2D if you're an experienced
artist and you regularly draw head
angles like three-fourths looking up
looking down this will be a lot easier
for you if not as I said we're gonna
look up a guide so you can just go on
Google and just Google up head angles
but if you want to be more specific you
can look up head angles live 2D I think
a couple good guides will show up that
you can use as reference I will say I
think the hardest part about making head
angles look really good are the corners
and we'll be going over that hopefully
it will make sense and then once you
have your guide let's get into live TV
okay as I mentioned in my first video I
do have my angle separated differently
as you can see here in my inputs
parameter folder I have all the default
angles that come with life today my
angle X Y and Z and also body X Y and Z
basically these are what you're
inputting into your program when you
move your head to the left and right
that's angle X if you're moving your
head up and down it puts it into angle y
so that's why I put these into inputs
and then over here in angles is where I
have my head ankles so I named these
angle X Y and Z physics but you can name
these whatever you want whatever makes
easier for you so you can just press new
parameter make a new one this is my
angle X physics parameter so my name is
just Anglo X physics ID doesn't really
matter and my ranges go from negative 30
to 0 to maximum 30. and then once you're
done with that do that for each of these
angles so these parameters are going to
be our physics parameters obviously so
when we input angle X when you look to
the left and right it's going to come
out as these physics so we're going to
start with the face so let's take away
all of our hair over here in Parts
you're probably going to have a ton of
warps that you see in Parts if you go up
to here you can actually hide it with
the green button and the red button if
you have any rotation warps so you can
just see all the layers here
just so we have our bald little face
here hopefully your face is symmetrical
and nice and shiny I know a lot of
people like to have bald toggles so if
you rig your head nice you won't look
too weird when you take off all your
hair so going over to my face I have all
of my face are under one warp to make it
easier for myself and we're gonna put in
the mesh for our face so if you follow
my guide you should have a face line and
face skin we're going to add in mesh
okay so I have my face line and my face
skin here and usually I would manually
mesh this but I want to focus on
something else I'm just going to
automatically mesh this these manually
mesh this if you can I'm gonna start
with the face kit I'm gonna deform it
heavily so it's gonna look something
like this and then for the face line if
you do it with a heavy deformation it's
gonna look like this which is not what
we want because actually we're going to
use glue to connect the face line to the
face skin so we're gonna take the face
skin and go into manually mesh and we're
actually going to select all of the
little vertices on the face control copy
check out then we're going to switch
over to the Face line manly mesh that
we're going to select all of those
vertices hit delete and then Ctrl V to
paste it and this will put the same
exact mesh that we put on the face skin
onto the face line so now we can select
both the face light and the face skin
and then if we go into the manual mesh
editor you see that these red lines are
now green well they're usually red this
is because the meshes are perfectly
overlaying on top of each other so now
if we select all the vertices here this
selects both the face line and the face
skin versus and then you can hit Ctrl G
and this will put a green box around all
these red boxes and this means that
these vertices are glued together so the
face line and face skin are completely
glued together this is like a little
intro to glue I will explain glue better
in another video but I'm not the best at
glue honestly so this basically just
makes it so that the face line and the
face skin whenever one of them moves the
other will follow along with it for
example if I take all the vertices here
with a brush tool it will move both the
face skin and the face line although I'm
only selecting the face line right now
so it just keeps it nice and neat when
you're deforming them of course as I
said if your face is just one layer you
don't have to do this but there are a
lot of benefits to separating your face
line from the face skin okay this is my
third time recording this section but
hopefully the last time so let's get two
minion warps and rigging the head so
first of all I'm going to open up my
face warp folder I'm gonna grab my face
line my face Shadows my blush and my
face skin and put that all under one
angle X Y War now it's gonna
automatically put a box around
everything but you can actually edit
this if you hold down control and then
you can warp the green points or the red
points holding that all to do both sides
at the same time usually like to like
usually I like to square in on the face
this way just to make sure it's all good
and well also you're gonna make sure the
warp is in the middle of the face
example here mine is not really in the
middle it's over to the left a little so
I'm gonna grab the right side and bring
it out a little bit until it's right
there next we're gonna put in three key
forms on angle X and we're going to turn
this all the way over to positive 30.
the key form that's the rightmost side
is going to be when your model looks to
the right and then the one obviously all
the way to the left your model is going
to look to the left so going back to the
right key form we're going to start
deforming the head take away the red box
now holding on shift I'm going to grab
these green corners and drag them over
to the side I'm working at and you'll
notice that we're forming that face
that's looking to the side make sure you
have your reference picture on hand so
you can copy shape of the face to what
you want or just freehand it like I'm
gonna do and then it's gonna look more
and more like returning to the side now
your face here is not going to move
since we're not warping it so it's gonna
look a little awkward when you're
turning to the side and it's just
staying there you can hide if you want I
usually don't because I like to use as a
guideline but I think it'll be easier to
see if I just get rid of all these for
you guys so let me just make those
disappear okay so now I got this little
mushy head over here and we're going to
want to deform it a little more we want
to edit it really well so it gives the
illusion that the face is looking over
to the side so we're gonna add more of
these green Corners to edit by going
into the bezier division number and
changing the height usually I could
change the height into five or six for
the face this adds more green Corners
vertically so we can edit these a little
more now with the forehead jutting out
the head will go back a little and your
face sinks a little on your eyes goes
back out on your nose and everything
obviously it's gonna look a little wonky
we need to add more of these gray Dots
here to edit it at a more detailed level
so we're gonna go to the number of
conversion divisions by default it's
five by five usually I could go up by 10
for the face maybe less maybe more
depending on what I'm editing but now I
have more that we can edit it's a little
awkward because all these gray dots are
warp being not as smoothly as they
should be especially for the face that's
supposed to be something soon we need to
go to bezier edit type and by default
it's retain control structure but we're
going to change it to smooth all so now
if we click on these green Corners it's
going to smooth out those gray dots into
more curves and just make it a lot
smoother now of course we only edited
the middle of the face so I'm going to
go ahead and edit the side over here
because we really need that to pop out
to show the dimensions of the face when
turning
I'm gonna add one more to my height
[Music]
and now it's looking a little more
dimensional now this is just a base
sketch rig of the face you could say we
just want to get a general movement of
the face for everything on here so I'm
gonna reflect the motion over and now
we're looking left and right
next we're going to actually edit the
face line and the face skin specifically
so we can really get the right curves
for the face so if you select both your
face light and your face skin you can
put a path to former around the edge I
already have here because that is my
third time recording this but if you
want to follow me it's a little hard to
see but as always you can start with
less path deformers and add more when
you need to add more details so after
you have that finished we can actually
with both Face line and face get
selected put in angle X physics key
forms turn over to the right now we can
edit the face more usually I have to
hover over Pat the former hide all my
mesh and actually edit that way so it's
a little easier to see everything
[Music]
foreign
lumpy Parts like I do especially over
here you can actually fix these pretty
easily with Pat deformers just delete
some at the area you want to fix and
then you're gonna put Pat the former
dots at the peaks of your awkward spots
for example mine are here and here and
then make sure you have little anchor
points in between so since I have one at
this peak here I need one here and one
right in the middle here and the same
for this one I need one in the middle
here and one over here
so after playing those path of formers
in you can just edit those dots and
smooth those out you might have to lower
your path to form a distance depending
on how crazy your Peak is
[Music]
and then once you have those smoothed
out you can actually just get rid of
those path of formers and put them all
on a nice straight line again or a
curved line I guess and then you just
keep detail editing each little bit of
the face until you have something you're
satisfied with
[Music]
you can also just use the brush tool if
there's larger areas you want to edit
and then once you have something you're
satisfied with just reflect it over
horizontally and Bam you have it looking
left
all right
now of course you can make this turn
more extreme depending on how far you
want your model to look when you're
looking over to your left and right it's
all up to personal preference
now if you have blush or any Shadows on
your face like me they're probably gonna
look really whack because you're
focusing on just the face skin for now
honestly you can just hide those for now
I do use my blush as a guideline for
where I'm placing my eyes and my brows
and everything so I'm gonna take
everything under my blush I have my
blush marks separated from my blush so
I'm going to add a web deformer a little
X Y on that and since this is a child
deformer under our parent the former the
original angle X Y warp deformer it's
gonna have the same busier settings so
if you want to edit those you can I
would because I don't need this much
editing for my blush I'm Going to center
it on my blush and then add key forms
and edit my blush into where I want it
to look
foreign
let's actually start working on angle y
some people like to do all their X
angles first and then doing their y's
and then do the corners personally I
just like do x y and the corners of X Y
all together so that's what we're doing
in this tutorial so going back to our
original X Y deformer on this entire
face we're gonna add three key forms to
angle Y and then positive angle Y is
going to be when you're looking up and
negative angle Y is when you're looking
down it should be pretty easy to
remember so going up to positive y we're
going to make our face look up and it's
going to be a little hard with all of
these right down the middle with all of
these green Corners right down the
middle because we have to move each bit
individually up and up so I just like to
lower it down to like three and then
start editing the face looking up from
there foreign
[Music]
saying yours might look a little
different from mine if you're
freehanding it like me you should always
think of the face as a ball someone
looks up it's going to be curved upwards
so it has that little Bend here same
thing for when it goes down it's going
to curve down
now I always feel like looking up and
down is pretty tricky for some riggers
that aren't too used to how to make the
illusion of looking up and down so it
might be something you have to practice
with but as I said using a reference
really helps with how to make your model
look like it's actually looking up and
down
okay now that we have that done I'm
going to okay now that we have that done
we're gonna work on the corners for the
rig quote unquote sketch the face so
there's a couple ways you can do this
obviously since it moves like in a
circle pattern you can link both and
synthesize the corners but this will
make it a little awkward because if we
look up and to the side our head is
going to be jutting out like crazy over
here now if we look down it's still
going to look kind of weird
now this goes back into my little ball
analogy if the ball is turning in this
direction this part of the ball would
disappear behind it that makes any sense
so this head would actually be going in
like that instead of joining out so I'll
make solution that you're looking over
to the side and up a little better
obviously I'm just freehanding it if you
have reference look at your reference
and see how the head looks when it turns
to the side at these angles same thing
for this side it would be squished in a
little and that side
now you can do it that way you can also
just take your angle x copy this form
paste it on the corners and edit it from
there it's all the personal choice on
how you think you could rig yours the
best but since this is a bit of a lazy
easy tutorial synthesizing the corners
and squeezing in the corners of the
faces a little bit easier and then once
you do the corners for one side you can
just reflect it horizontally so once you
have all those refracted over you can
test your face and see if it looks
alright
obviously it's still gonna look a little
rough you can edit the sketch more if
you'd like I don't know why my head went
back I must have control Z too much
[Music]
I don't think my head goes down my neck
enough to really have that rotational
effect so I'm gonna change that
damn man it's looking a little better if
you just did the same way I did and hit
all the mesh and just use the brush tool
you can go back in and shift the green
Corners a little bit to smooth
everything out
foreign
obviously since I deformed it a lot with
the brush tool it's gonna have to smooth
out a lot so it will change a lot from
me and you if you copied me when you
click on the green Corners so if you
don't like how it looks after smoothing
it out you can just go back and edit it
or you can add more divisions here if
you go change the width so that you can
edit the sides here more
and then once we have the little sketch
done you can edit these Corners when you
go into your face line and face skin
just add the key forms to angle y you
can edit the looking up and looking down
[Music]
looking at the corners
[Music]
[Music]
and I'm going to reflect those over to
the left and double check
[Music]
we have our face rotating on our X Y
axis hopefully yours looks nicer than
mine I'm probably gonna go and edit it
more a little later but it's good enough
for now now that we have the base of our
face finished let's get into rigging the
rest of the face onto angle X and Y so
I'm gonna start putting my eyes on and
going over to my eye warp I'm gonna put
those under an angle X Y warp and then
same thing as I did for the face make
sure the warp is centered on the face it
looks pretty center to me I think and
then add angle X turn over to the right
and just start wringing it in
foreign
[Music]
mostly because of my blush placement so
I'm probably going to move my blush a
little later on
[Music]
all right it looks good enough to me
I'm just gonna quickly edit my blush to
match
okay now I'm gonna go over and do my
eyebrows
[Music]
something that really helps with giving
the illusion of head turning is adding
anything that makes it look more 3D for
example where your eyebrows are I
usually you have a little bump so I put
my visual division width to four so I
can have green corners on right in the
middle of my eyebrows and this may look
like it's jutting out a little bit if
that makes any sense a lot of doing the
angle X Y for the face is really trying
to make all these little things add up
until looking like the head is turning
so put in a lot of detail and care when
editing your face foreign
[Music]
next I'm gonna do my nose so the nose is
another object on the face that if you
rig it pretty well when it turns left
and right it really adds more onto the
illusion of looking left and right I'm
sorry I keep saying that but it's all I
can use right now depending on the kind
of nose you make you might have to do a
lot of effort into rigging it but since
I'm just doing a basic anime girl with a
little dot nose it's a lot easier I do
have a little more layers for some more
details in the future if you have like
an Eco men face with like an actual
defined longer nose I will try to do a
tutorial about that in another another
little series but for now simple little
anime nose and take everything on my
nose put it in its own ankle X Y web
deformer and I'm gonna Center the award
and like I did it for the rest put in
key forms for angle X
I'm gonna start raking it
[Music]
and I usually for anime characters
facing forward they have a little dot
for their nose most of the time but when
they turn they're gonna have a little
line
that usually looks like this
or something that looks a little better
than that so usually as I just showed I
would first manually put in my mesh for
the nose I'm probably going to want to
make it a lot nicer than this but that's
what we're going with and we'll put two
and we'll put three path to former dots
right along the middle of it so when you
turn it to the side don't put your key
forms you can stretch out what little
color there is on this layer to give
more of a nose illusion again little
detailed edits you can do after the base
warp can really add more life into your
rig I'm gonna go in and edit my angle X
where I know shine since it's a little
wonky on let's get trick
and there we go we got the nose looking
a little more dimensional I'm gonna do
my angle line out
[Music]
okay I think I'm done nose
[Music]
okay I just edited some more parts of
the face I was looking weird when I was
looking around so it looks a little
better now but anyway we're gonna go
into the next part which are the ears
sometimes I like to do the front hair
before I do the ears depends depends but
I think right now we'll do the ears
first and we can edit it later now for
the ears I'm gonna explain more about
how to use clipping masks so for example
on some rigs if you can even see their
ears they turn to the side their ear
might pop out right on top of their head
some people use draw order to do this
and I know when I was first learning
live today there are a lot of tutorials
out there that really emphasize draw
order obviously if you've watched
through all my tutorials I haven't
touched on that yet but I almost never
use it so you're not on the right
channel if you want to learn how to use
draw order but this is how I do that ear
popping out technique for my models so
first of all my ear art is under my face
as you can see here I'm gonna put my
ears over my face obviously it is gonna
look really weird especially if you have
a lot of your ear poking out onto your
face so we can actually use clipping
masks to hide the sides of the ears when
we're facing forward I'm going to teach
you guys how to use the invert mask
option so with my ears on top of my face
I'm actually going to go into my face
and take my face skin actually copy
paste that also make sure your face skin
is actually under all your ears that'll
be a little easier to understand and
then when you copy paste your face skin
it's going to be in the same folder
where your original face skin is keep it
there because we want it to work the
same way as the face and then let's
rename this into ear clip or whatever
else it's easier for you to understand
so first let me just organize my ears
until left and right since I have a lot
of accessories on them
okay so taking the ear clip layer which
is our face skin just copied we're going
to take the ID copy that select
everything on your ears paste it into
your clipping ID and then click invert
mask so this makes it so that the ears
look like they're behind the skin this
is because everything of the ears or
everything we just clipped will show
except for whatever touches the face
skin and then if we take the ear clip
layer and turn the opacity to zero we
won't be able to see all the face skin
on top but it will still clip onto the
ears like this so we'll still hide the
ear when we move it so I'm gonna hide so
I'm gonna hide the ear clip layer just
so I can see the ears on top first I'm
going to take both ears and add an angle
X Y to former and then we do the same
process I did with the other things on
the face and rig them on
for this other ear here I'm going to
tuck it behind the face obviously it
doesn't look like I'm tucking it because
you can still see the ears and
everything and tuck it in there and
double check that looks good enough I
think I'm just gonna reflect it
horizontally now I'm going to turn back
on the ear clip our ears are behind
everything and then turn it over to the
right and I just realized we already
have key forms on this because it copies
the key forms of the face skin this is
an issue because we only put the opacity
zero on one key form so we would have to
put opacity zero on all these key forms
or else it will pop up again you can
turn each little key Point into zero if
you'd like I'm just gonna set another
warp let's call this ear clip I'm going
to set this warp deformer to opacity
zero and that will make everything in
that warp opacity zero I don't see it at
all and I'm gonna go back into my ear
clip layer and get to editing so I look
to the right I want my ear to pop out so
I'm going to grab my brush tool and push
the ear clip over so I can reveal my ear
it looks kind of weird on my blush but
I'll have my hair covering that anyway
they can play around with that and see
what works for you and then since our
ear clip is just copy of the face it's
already perfect on this side and will
hide this ear
as you can see here and I'll just
reflect that horizontally and then it'll
be the same on this ear and then having
the ear on top gives it a little more
dimension for the face turns so I think
it's a nice touch might move the ears
back a little more though so I'm going
to hide my ear clip again and just rig
my angle X Y for my ears and all the
corners and everything
foreign
[Music]
once my ears are done I'm gonna pack the
ear clip and I'm gonna do Each corner
and everything for these
[Music]
and voila we've got ears moving back and
in front of her head
[Music]
hello it's a new day for me so um I have
no idea what I just did I think I just
got finished rigging the ears so next
we're gonna fill up our bald little head
and usually I like to start with the
front hair so I'm just going to turn on
all the front hair and it's going to be
mostly the same process as everything
else we've ripped on the face just you
know getting it to look right at each
angle except hair is also one of the big
factors in really making a rig look like
they're actually looking to the left and
right and down and up because the hair
you know it encapsulates your head so
when your head turns your hair is gonna
turn pretty drastically too I'll explain
it as I go but I have my front hair here
and I've kind of separated my fringes
into different sections okay so usually
for hair I like to tackle each section
section by section but I think an easier
method is to group everything and then
edit each one individually you can
obviously do this for each part that
you're rigging I probably already put
notes in the video for this but for
example if you wanted to put your eyes
and your brows your nose and your mouth
all in one General angle XY rig and then
rig each of them individually to fit
them into different spots or different
angles that would be good for keeping
everything pretty consistent and hair
gets pretty tricky so I do like to do
that with hair so I'm just going to
select everything on my front hair and
put it into an XY warp again make sure
everything's meshed correctly for my
hair I usually like to do an automatic
mesh
um for heavy deformation usually for my
lazy self that's good enough but if it's
a pretty particular piece of hair I will
manually mesh it so it's up to your
personal choice
since the hair does get pretty warped up
when we rig in the physics you might
want to make it pretty detailed but
we'll handle that when we get to hair
physics and everything so having our
warp selected I'm just going to do the
same thing I did for the face and make
it smaller with control and ALT
so we're gonna start with ankle X turn
this over to the side now to put on your
hair now depending on your hair you
might want to rig it differently it's
all up to personal choice and of course
how your hair works and how you want to
work with it but as a general rule of
thumb I like to actually just grab
everything here and shift it over a
little bit and then I will bump this out
I'm gonna add more conversion divisions
and bezier divisions
just down the middle like I did for the
face I'm gonna more fit like I said the
face is kind of like a ball so I want my
hair to Puff that a little over here and
then I'm going to tuck the hair on the
side in
A good rule of thumb is to also note
where the center of your head is or
where your hair is sprouting from for
example mine is pretty much on the
center
so I turn my head it's Gonna Keep onto
the center here really helps with the
illusion of turning left and right and
I'm just going to reflect it
horizontally
now for me this is a pretty decent
sketch rig so I'm just gonna go into the
hair and do a more detailed edit on the
angle X as I said earlier hair really
helps with the illusion so what I want
to do is I have a lot of mid hair here
for example this Fringe here is like my
front hair and these two over here like
my mid hair so when I turn I want these
to kind of jut out a little bit like
this so it really shows more depth into
my turn and send it symmetrical on both
sides I'm just going to select each
piece pair them together with their own
warp on and then just break in the angle
X
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foreign
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decent to me right now I'll probably do
more detailed edits since I have a lot
of separation for my hair example I have
this here and I have little flicks here
I'll probably do that later now that I
have that done I'm now just gonna go
back into all those angle X Y warps I
just did and do angle Y and then do the
corners
foreign
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obviously I will go back and do some
more detailed editing after I record but
just some little tips or I mean you can
take them if you like them but whenever
I look down I do like to make the hair
go over my face a little more it kind of
gives the illusion that your hair is
hanging over your face so gives more of
that looking down look but maybe I have
it too much I'm probably gonna squish it
up a little bit but
foreign
with this for now next I'm gonna move on
to my mid hair obviously we so this is
my humid hair which is my hair tied back
so it's basically the shape of my head
so I'm gonna mesh all this is some crazy
looking mesh but it'll work I guess I'm
gonna select everything on my
mid hair give it a warp I'm gonna Zone
in on everything
and then I'm just gonna do my sketch rig
if your hair only has like two layers
like the front and the back it's really
too too dimensional you're going to want
to add some sort of mid layer that will
usually be hidden when you're just
facing forward like this but it will
reveal itself when you turn your head
something to keep in mind for a better
looking rig in my opinion at least
okay ignore my wonky looking rig I'll
probably show my finished product at the
end of the tutorial we're just trying to
get in um the general rig right now
Wally Style just do it better than me
okay I'm gonna rig in my little flicks
here really quick
okay this is decent enough now I'm gonna
add the pigtails which are just pretty
easy honestly
another good thing to note when you're
rigging hair or anything else for when
you're looking up and down is how they
move up and down respectively to your
face imagine you have a ponytail on the
back of your head just just imagine and
then you look down it's gonna look up
then when you look up it's gonna be
pointing down something to keep in mind
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I'm sorry my Ray's getting sloppy and
sloppy as we go I know this tutorial is
going to be a bit longer too so I'm
trying to speed things up I just want to
teach you guys how to do it and then you
guys can perfect it on your own there
are some things here I do want to fix
the face like for example in this corner
I kind of want to smush these in more so
I don't have too much of this showing
here just some little things I gotta go
back when I find back and forth back and
forth anyway I'm gonna find this and
then I'll be back for ankle Z see you in
a second okay so I did a little bit of
touch up I fixed the hair a bit it looks
a little better obviously as I go
through I'm gonna fix it more I fixed up
my drop it I fixed this on my face a
little bit
um I especially fixed up my eyes here on
the original angle X Y rig for the eyes
they're pretty concave going this way so
they they look pretty flat against the
face so I just put another orb deformer
on top of the eye that just pushes it
out more when it looks to the side here
as you can see here just to get more
Dimension I especially did it on the
pupils here so they look like they're
rounded against a surface so just little
things there you can obviously do as
much as you want unless you're on the
free version so touch up as much as
needed I am gonna go more into how to
use inversion masks to up your rig if
you've been paying close attention to my
layers you'll notice I already have a
neck clip layer here turn that on it's
invisible right now it's just this
little purple circle it doesn't really
matter what color since you know it's
going to be invisible but I'm going to
use this to fade my face line when I
look up so it really gives more illusion
of me looking up so that's why I like to
separate my face line from my face skin
there's also other benefits to doing
that but this is one of my favorites of
course if if you don't have a neck clip
or anything to use you can take your
pupil and just copy paste it and warp it
into a shape you want to use or just use
your face again just make it small in
the beginning after I take all the key
forms out there's plenty of ways to
reuse stuff if you do copy and paste
apart from your model it does save some
space on your texture Atlas so just a
heads up so to do with this I'm going to
automatically mesh my little neck clip
and I'm just going to bring it up to my
face and parts and I'm going to grab the
ID and then grab my face line and paste
it into the clipping ID and then hit
invert mask then I'm going to turn my
net clip back to zero so can't see it
I'm gonna hide the face line so first of
all it's kind of awkward right here
because this is just our default looking
position and we don't really want our
neck to fade here I mean you can if you
want but I'm gonna move it here and
since we have no key forms on it it's
going to be its default position as well
as with opacity zero all the key forms
we make now will start at zero and this
position I'm going to start with angle y
since this is mostly just for looking up
at three key forms I'm gonna look up now
right now it's actually fine as you can
see it's giving more of that illusion I
am gonna have to extend my face more and
do more editing to really make it look
not awkward but all you gotta do is warp
it a bit and get looking right
once you have the angle lie up all
rigged up you can add in your angle X
physics so you can edit how it looks
when you turn to the side while looking
out behind my hair
and voila it just gives a little more of
that illusion you might want to fix the
default position here if it looks
awkward at certain angles example I turn
here the side it's going to make my jaw
disappear but if you like it you can
keep it if you don't you can move it I'm
going to move it just a little bit I
actually like the little hidden part
when looking to the side although I
might change it later but yeah just
something to use and keep in mind to um
edit it to however you want it to look
I'm going to just quickly fix my face
from when I look up
okay it's a little better when we look
up your Chin's gonna be tilted up so you
don't really see it facing forward so I
tucked my chin in a bit I have a goofy
looking up little face but yeah you can
play around with that obviously you can
use inverse clipping for a lot of other
things so it's something to keep in mind
when you're drawing your model and
trying to figure out how you're going to
read certain things all right next we're
gonna finally do angle Z so angle Z is
just when your head tilts from side to
side so it's pretty easy honestly we're
just gonna grab everything on our head
and we're gonna use a rotation deformer
which is the one next to the warp
deformer here the one with the circle
and the point if you've been following
my tutorials only we have not used these
yet another thing you'll see but these
deformers are as it's labeled they're
rotation points so ever is at the point
it will rotate from that point so I'm
going to hit Ctrl and shift to shift
this down to the neck now depending on
where you place it depends on you know
where your head hinges from so just find
a place you like that looks okay when
your head turns I know some people like
to put it directly on their chin I like
to put like a little Bob really depends
on how you like the look now we're just
gonna add three key forms and you'll see
and positive angle C is going to be over
leaning to the right ah just pick a
place you like honestly I kind of like
it when there's a lot so I think I'm
gonna go here is that too much I guess
we'll see and then I'll just reflect the
motion over and there we go and then you
can also link angle X and Y and then as
you're tilting your head you can see how
it looks at that angle they're obviously
gonna look a little funky because we
haven't done anything to the neck here
but now I kind of avoid using rotation
deformers so you won't see me using them
too much if you use the wrong
combination of rotation and work
deformers it will mess up your regular
bit so I just for now if you don't
really know how they work too much
together just try to avoid using too
many rotation deformers so now that we
have the head done we can do the neck so
go over to your neck I have mine and its
own award folder here with a shadow I'm
going to Auto mesh them and then I'm
just going to grab both of them and put
them into an angle Z the former put
three key forms on that and now we're
gonna go all the way positive angle C
and morph the neck to suit the head now
I know some people don't like to rig the
neck for angle Z for whatever reason so
if you like this look you can just keep
it like that
um you are gonna have to edit these
though so what I like to do is with my
pointer tool just actually click and
drag to select some Dots here and I'll
just rotate it here and then try to find
a good spot on the neck and you can play
around this now it looks pretty decent
obviously looks like our neck is broken
so I'm going to add more there's your
divisions and smooth them out
I also like to expand the top a little
like this that's like sprouting out it's
really up to you because I like it's a
little thicker over here near the head
just makes it look like it's more
balanced and then don't forget to make
sure your neck down here looks the same
you can actually go to right here at the
default select some of those gray dots
and then you can hit Ctrl shift C and
then go over here to control shift V and
that will paste the form here in a
second you can also do that obviously it
looks a little weird with the shoulders
here honestly I will edit the neck later
when I get to the body so honestly this
for now is fine gonna reflect the motion
check the angles now for now the angle
is all together look fine yours might be
a little awkward and if it is you can
actually adjust with angle X and Y
always combined once you have your angle
Z completed you can hit the add three
key forms here and I'll add all key
forms here the like just like precisely
edit each Little Dot so like for example
if yours look messed up here you can
edit this a little and then switch over
to the other side and edit that a little
and then lean your head over and fix
this a little and that's basically how I
would do angle Z for the neck now
obviously when you're using angle Z and
your head's tilted to the side you're
gonna want your hair to also fall over
on that side I'll do one section just as
an example and then I'll speed through
me doing it to the rest of the hair but
I'm going to take my little pigtail here
and put these in their own warp deformer
add three keyframes turn over to the
side and then I'm gonna use this tool
here that grabs multiple dots as a brush
and I'm gonna rotate all these as if
they're falling over to the side
position knot now when we're leaning
over to the side it's going to fall that
way I'm gonna make it tilt this way for
this side a little bit it's really up to
you how much you want it built I'm just
gonna copy that pigtail and paste on the
other side now for angle Z you are going
to want to reflect these parameters so
keep that in mind and now my pigtails
are falling to either side when I'm
counting my head I'm just going to
quickly do that for everything else on
my head
okay so I think that's all the hair I
want to do that to I think it just makes
it a lot cuter now we've basically got
all the face angles done Yahoo and now
we can test it out in the physics menu
so going over to modeling you can open
up your physics settings now this is the
fun part I already have my presets in if
you watch the first ranking video but
I'm going to show you how to make your
own for the easy augmented angles so
you're just going to hit add and then
you can name this the same name as
whatever you named your new angle
parameters as all of mine are named
physic angle XYZ so I can just name it
whatever you want and then just hit OK
and then you should get links late I'll
go through my physic angle excellent
first and then you guys can just do the
same for for Y and Z so on our input
settings you're going to want to hit add
and then find your angle X you're going
to add that as an angle so the
difference between position and angle is
I don't know if I can explain this well
but just follow along and then once you
add your angle X angle you're going to
want to put the effect to a hundred I'll
explain how the effect changes how your
physics look and then for output
settings you're going to want to add
your angle X physics parameter that you
made that's not your angle X input and
then once you have that in you're going
to want to make your physics settings so
this is mine duration 10 shaking point
eight reaction one overall acceleration
one and then once you have your input
output and your physics done you should
be able to just use your cursor and
click and drag across your model or you
can go over to the angle X slider and
look left and right now you'll see the
augmented physics here obviously when we
look to the right there's a little
bounce
it adds a lot more life to your model
trust me and you'll notice that it will
follow your angle X physics here but not
completely so if you go all the way over
to your max of X your angle X physics is
not actually going to reach the end of
what you rate because it needs it to
balance here so this is what the angle
does if we change it to position you'll
see here that it goes back to the
default position after a bit also it's
kind of awkward right now since we
changed it but that's the difference
between position angle you can play with
that and then effect is how much turning
to the right for angle X is going to
affect our angle X physics so if we turn
this down to 50 it's going to be more in
the middle here so not as effective
that's why we want this all the way up
to 100
so we get as most as we can out of this
so we won't completely get the max we
rigged here because we're doing my lazy
augmented version of augmented physics
but yeah so you just do that for angle X
Y and Z they're all going to be the same
thing
I have the same physics settings for
most of them
you can change the shaking or the
duration for some of them if you want to
play around with how each thing works so
once you have all those physics in you
should be able to just play around with
your model and everything should be
moving for your angle X Y and Z physics
and then if you want to test the
clicking and dragging with angle Z you
just go to preview settings of the
cursor tracking and then find your angle
Z input and then set that to whatever
Mouse button you want and then once it
happens
you can click and drag and test it out I
think I'm gonna change my angle C to 100
and yeah we got the head all rigged in
it looks okay I think I'm gonna hit some
random poses obviously after playing
around with it in the physics settings
you might want to change some parts
um I definitely am I know I've been
saying it this entire time but I am
always going back to edit stuff because
I'm always messing up so don't be afraid
to go back and edit your stuff guys but
yeah we successfully completed the head
with augmented physics that are pretty
easy trust me you should keep them they
make the models really nice and less
stiff unless you like stiff models then
that's but that's okay but I don't like
stiff models I like bouncy models so I
hope I was able to teach this okay I'm
sorry I was like all over the place and
I think the way I do it it's kind of
complicated but hopefully you learned
something I do try to incorporate new
tools each time I do a tutorial like
starting off really simple and then
slowly building up the tools you guys
know how to use I hope that helps a lot
but you know I just want to make it more
easy to digest as I've been saying doing
the face angles is kind of tough for
models if you want to make it look a
certain way but the next video I will
finally start doing hair physics and
then we'll get to the body so I hope you
guys are ready for that I just want to
say again thank you guys for all the
love and support recently even though
I've been gone for like a month
basically especially on Twitter I see
you guys on there tagging me and stuff
and I'm so happy you guys are actually
learning stuff for my tutorials yeah
that's about it I'll see you guys in the
next video good bye
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