[0:00] I'll try to go through everything in [0:01] this video from modeling, rigging, [0:03] tracking, and recording. What software [0:06] is needed to make a VTuber? First, for [0:08] art program, it can be any application [0:11] as long as it can export as Photoshop [0:13] file program like Photoshop, Cliff [0:16] Studio Paint or Procreate will work just [0:19] fine. Second, live 2D cubism to rig the [0:22] model for the art program. You can [0:24] download the software at [0:26] robblifeet2d.com [0:28] English. It costs around 14,000 yen or [0:32] 96 USD per year or 2,000 yen or 14 USD [0:37] per month by the time of recording. I [0:40] downloaded the 42day free trial version [0:43] and managed to finish rigging my model [0:45] before the trial end. So, unless you're [0:47] going to be using this application for a [0:49] long time, I suggest you try out the [0:51] 42-day trial first. Third, B2 Studio. [0:55] After you finish rigging in Live 2D, you [0:58] can import the file to V2 Studio to [1:00] track your facial expression with your [1:02] model. It is free on stream, but cost [1:05] around 6.7 USD to remove the watermark [1:08] using webcam. [1:10] Otherwise, you can use an iPhone and [1:13] install the app to link to your iPhone [1:15] camera. The iPhone version would cost [1:18] for the US to upgrade to Pro. If you [1:21] don't upgrade on the iPhone, the [1:23] connection between iPhone and PC will be [1:26] lost every 10 minute or so. The benefit [1:28] of using an iPhone instead of a webcam [1:31] is that it can track the facial motion [1:34] more accurately than a webcam does. [1:37] Fourth, OBS is a software for live [1:40] streaming or recording videos. I highly [1:43] recommend this software because it is [1:45] free and what most people use. It can [1:48] record models from V2 Studio and [1:50] recognize a transparent background. [1:53] Overall, this is what you need and how [1:55] much it costs to make and use a V2 [1:57] model. Mainly does cost you money if you [2:00] want to go professional, but if you want [2:02] to just test it out, you can try using [2:04] all the trial version. Now, I'll go over [2:07] what asset you need and how to use the [2:10] software. If you don't want to learn [2:12] what to draw and skip to the rigging [2:14] tutorial. I drew this model for free [2:17] that you can use. I tried to make this [2:20] model as simple and easy to rig as [2:23] possible so that we can test it out [2:25] together. Link is in the description. [2:28] You can use this model for anything [2:30] after it as well. Art program. First [2:33] thing that we have to decide is what [2:35] canvas size will it be on the screen is [2:38] how many pixel for a small avatar half [2:41] body full body super detail and alter [2:45] detail is the file that I gave for the [2:48] test is48x48 [2:52] pixel wide it is enough if you just [2:55] using it to stream on the corner since [2:58] you don't need a leg for that just need [3:00] your upper hand meanwhile This full body [3:03] model that I've been using to stream is [3:06] 4,96 pixel x 8,192 [3:11] pixel. You can see how far you can zoom [3:14] in and out and how detailed it is. Now [3:17] it's time to start drawing. Start off [3:19] with sketching symmetrically. You can [3:22] make a model distorted, but it would be [3:26] harder to rig. When we start drawing in [3:30] detail, we need to make sure that we [3:32] separate the body parts in different [3:34] layer. Here are the different parts. [3:37] Different hair bangs, left and right, [3:39] separated face features like the blush, [3:43] nose, eyebrows, eyelashes, upper eye [3:48] skin that we're going to be using to [3:50] cover the eye when we move later on. [3:53] Lower eye skin as well. [3:56] I shine the pupil, the eyeball, [4:00] upper lip, [4:02] upper mouth skin to cover the what's [4:06] underneath it. Lower lip, lower mouth [4:10] skin, the mouth inside, [4:13] face line, face skin, and ear. [4:18] And then we got the clothes, the [4:21] neckline, neck skin, the neck shadow, [4:25] body, clothes behind the body, hair [4:28] behind the body. Make sure to name the [4:31] layer so it doesn't get confusing later [4:33] on. Label the left and right side of the [4:35] body part as L underscore and R [4:38] underscore, or you can just type left [4:41] and right. The line art and the color [4:44] should be combined when you finish [4:46] drawing. Like the arms should just be [4:49] the arm layer. The hair should just be [4:52] the hair except for the lip line and the [4:56] face line art. Those should be [4:57] separated. Now, this part is optional. [5:00] We can draw a mask to erase the face [5:04] line art during rigging when the [5:06] character faces a different direction. [5:09] You can use an airbrush to make this [5:11] mask and then turn off the visibility. [5:14] As for the face shadow, at the moment it [5:17] look like a mess because it's out of the [5:19] border. But don't worry, this is [5:21] intentional since most art program have [5:23] the ability to use clipping mask. When I [5:26] click on the layer and turn on clipping [5:28] mask, the shadow will only be inside of [5:31] the layer underneath. Now it's not [5:34] messy. And during the rigging, using a [5:37] clipping mask will make the shadow look [5:39] pretty dynamic. Then proceed to change [5:42] the shadows blending mode into multiply. [5:46] What multiply does is that it removes [5:48] the white color from the layer that you [5:50] set it to. This is what a lot of digital [5:53] artists use to make easy shadow. And [5:56] that's it for the main parts of the [5:58] model. Here are question that I had [6:00] while running like what about different [6:03] clothes or expression. You can rig to [6:06] change expression like blushing, crying [6:10] or draw extra hand that turn on and off [6:12] later. If you want those part in, you [6:15] can draw those part and then turn off [6:17] the visibility for now. And now we're [6:19] done. Save the file as Photoshop file [6:22] and it's time to head on to the next [6:24] program or you can take a rest, get some [6:27] snacks and come back later. [6:29] Live 2D cubism. Overall, I'll be going [6:32] in these orders. Interface, mesh, tools, [6:37] parameter for rigging, physics, then [6:40] exporting. The timestamp will be in the [6:43] comment if there are specific parts that [6:45] you want to skip to. Open up live 2D [6:48] cubism. [6:49] Click new and on this box drag the [6:53] Photoshop file in. It will ask what [6:56] resolution for displaying the model [6:58] image. This doesn't affect the actual [7:01] model. So just click one out preview. [7:07] Now you see this interface but make sure [7:09] that you're in the correct interface. [7:11] Over here, there will be a dropown that [7:13] you can pick modeling, animation, form, [7:16] animation. Make sure you're in the [7:18] modeling because this is where we'll [7:20] begin rigging. All right. Now, looking [7:23] at the part window, this is where all [7:25] layers that you had in the art program [7:27] will be shown. The part window will be [7:30] on the top left of the screen by [7:32] default. However, if you can't find this [7:35] window there, go to the window menu here [7:39] and it will show all the windows that [7:41] are available that you can turn on and [7:43] off if you can't see it. Back to the [7:47] model, the recognizable difference is [7:49] that my shadow is not being clipped [7:51] masked. We'll need to reassign all the [7:54] clipping mask again. Go to where the [7:56] shadow is in the parts. Once you click [7:59] on the shadow part, the setting for this [8:01] part will be shown in the inspector [8:04] window. This is where you can edit the [8:06] name and clipping ID of the part. Go to [8:09] the pop- down of the clipping ID and [8:12] find the body part that the shadow is [8:15] going to be clipped to. In this case, [8:17] the neck. Once selected, this shadow [8:21] part will be clipped inside. [8:23] Now repeat this process for the other [8:26] shadows or part that have to be cliff [8:28] too like the face shadow and the [8:31] blushes. [8:34] Now before I move on, if you have edited [8:37] or drawn in new parts in the art program [8:40] and want to update it here, you can just [8:43] drag the newly updated Photoshop file [8:46] into live 2D over here and it will give [8:50] you an option to create new file or [8:52] choose the already existing file. Click [8:55] that and after that the part that have [8:58] the same name will be replaced and the [9:00] part with names that didn't exist before [9:03] will be added in a new folder. So you [9:05] don't need to be afraid if you want to [9:07] make changes to your model. Another [9:09] window I want to explain is the project [9:12] window. It looks similar to the parts [9:15] window but it's there for a different [9:17] purpose. You can see what Photoshop file [9:20] is in the current live 2D model. The [9:22] useful thing about the project window is [9:25] that if you accidentally delete a part [9:28] in the parts window and you want it [9:30] back, you can head to the project window [9:33] to find it and add it back in by [9:36] right-clicking and clicking create art [9:39] mesh. This part will then be readited [9:42] into the part window. Now that you have [9:44] gotten the model in live 2D, don't [9:46] forget to save. Press Ctrl S on your [9:50] keyboard or go to file save as. The file [9:54] for editing in live 2D is C O file. So [9:59] if you're tired and want to edit another [10:01] day, this is what you want to open to [10:04] edit it again. And with that, we move on [10:07] to the mesh. To be able to make the part [10:10] flexible, you have to give every parts a [10:13] mesh first. What is a mesh? a mesh or [10:16] these spiderweb looking thing. When you [10:19] move the dot, it will move the image [10:22] that it's assigned to. This is what help [10:25] the make part looks a lot more flexible. [10:28] Now to add a mesh, click on a part. Then [10:32] using this two tools up here. The first [10:34] one is called manual mesh edit. You can [10:38] use this to add mesh point one by one. [10:41] However, it's very inefficient. So, [10:43] we're going to be using the second tool [10:46] more often, the automatic mesh [10:49] generator. Instead of creating a mesh [10:51] point by point, the program will do it [10:53] for you. When pressed, the toolbox will [10:56] appear. You can choose from the press [10:58] and drop down standard deformation [11:01] little deformation heavy. The less [11:04] certain mesh is, the less fluidity there [11:08] will be. [11:09] So I suggest using deformation heavy for [11:12] important parts like the face, the eye, [11:16] the hair, the lips and standard for [11:19] parts that won't move as often. Now make [11:22] sure that every part you have in the [11:24] file has a mesh by selecting all the [11:27] parts and clicking on the automatic mesh [11:30] generator. [11:33] Now we want the face part and the face [11:35] line art part to have the same exact [11:38] mesh so that when we move one the other [11:42] move the exact same way. If it have a [11:44] different mesh it will not sync with [11:47] each other. So create automatic mesh [11:51] then go to manual mesh edit. [11:54] Select all of the mesh and on your [11:57] keyboard press Ctrl C to copy all of it. [12:01] Then click the shack button. Now we go [12:03] to the faceeline arter parts. Click [12:06] manual mesh edit and if there's already [12:08] a mesh in there, select them all and [12:11] delete it. Click by clicking the delete [12:13] button. Then press Ctrl +V to place what [12:17] we just copied in. And after that, click [12:19] the check button. And now these two [12:22] parts have the exact same mesh. Do the [12:25] same for the neck. If you separated the [12:28] line art and the skin, [12:32] if you're done with adding mesh for the [12:33] parts, we can move on to edit texture [12:36] atlas. This is what texture atlas look [12:39] like. This is where we'll lay all the [12:41] parts into a page for export. When press [12:44] the edit texture atlas button, it will [12:47] ask name, size, and default layout. For [12:50] the name, you can just leave it as [12:52] texture atlas one. For the size, it [12:55] depends on how big your canvas size is. [12:58] Once again, there's different pixel size [13:01] for each one. Recommend that you make it [13:04] square size. If you're using this test [13:06] model, you can just use48 [13:09] *48. [13:11] For default layout, picked do not place. [13:14] And now we go okay. And this is a window [13:17] that will appear. On the right here is [13:20] the model image list. It is all the [13:23] parts that you have in your model. [13:25] Double click on the part to place it in. [13:28] You can move it around in this texture [13:30] atlas. What we want to do here is place [13:33] the textures into this sheet without [13:36] rescaling and without overlapping the [13:38] parts. [13:40] [Music] [13:41] Now, if all the parts aren't enough to [13:44] fit in a single page, you can add [13:46] another page by clicking the add texture [13:49] button up here. With the second page, [13:52] you can place the remaining parts that [13:54] couldn't fit in. [13:58] [Music] [14:01] And once you're done, press okay. [14:04] As said on the bottom right, if you [14:06] press T on your keyboard, you can swap [14:08] between what the quality look like [14:10] before and after texture atlas. If [14:13] nothing change when you press the T [14:15] button, that's mean you did a great job. [14:18] But if it looks different and it looks [14:21] weirdly wonky, then maybe you [14:23] accidentally overlap some parts or [14:26] descale the parts to make it look a lot [14:29] more blurry. Now, after you're done with [14:31] texture atlas, we move on to the other [14:33] tools you use to rig your model. [14:36] Starting with the warp deformer, select [14:38] on any part and click on the warp [14:40] deformer. This panel will pop up. Just [14:43] click create. Now, there will be this [14:45] green grid box. This is a deformer. If [14:49] you move the point on this deformer, it [14:51] will move the mesh below. You'll be [14:53] using this tool a lot. Now, when you [14:55] click on the deformer, the setting for [14:57] the deformer will appear on the [14:59] inspector. You can redeem deformer here. [15:02] Trust me, you won't regret naming things [15:04] since there will be a lot of deformers. [15:08] Another thing in the inspector is [15:10] changing the number of division. So if [15:13] you want to make there be more division, [15:16] you can play around with these numbers [15:19] and it will make you have more control [15:22] points. To see every deformer that has [15:25] been created, you can look at this [15:27] deformer window on this bottom left. [15:30] This is like the folder system for the [15:32] deformers. It help you see and rearrange [15:35] what deformer is in each other. It's a [15:38] very helpful window and you'll be using [15:41] it a lot. The reason to use deformer to [15:44] wreck instead of controlling the mesh [15:46] directly is because you can create a [15:48] deformer on another deformer. It works [15:51] quite like a folder. Like I can have a [15:54] deformer for the eye and another [15:56] deformer for the face turning which make [15:59] it to where the eye deformer which is [16:02] under the face deformer will get [16:04] deformed along as well. And by stacking [16:08] things up like this, that's how we make [16:10] our model become alive. [16:12] Next is the rotation deformer and [16:15] rotation deformer creation tool. Just [16:17] like the warf deformer, it will control [16:19] the mesh and be put in the deformer [16:22] window. However, instead of moving the [16:24] points, you rotate instead. The [16:27] difference between rotation deformer and [16:29] rotation deformer creation tool is that [16:32] the first one will spawn the rotation [16:34] deformer in the middle of your parts [16:37] while the second one lets you create the [16:40] rotation deformer wherever you want. And [16:43] that's the tree deformer tools. Now we [16:46] head to arrow lasso and brush tool which [16:49] is pretty self-explanatory. [16:51] You use the arrow to select different [16:54] tools. You use the lasso to select [16:57] multiple things at once and you use the [17:02] brush selection to select things like a [17:04] brush. [17:06] And now we go to deform pad edit. This [17:11] allows you to make a part used to edit [17:13] the mesh in a line easily. This is great [17:16] for the lips, the eyelash and the [17:18] eyebrow. Now we move on to actually [17:22] rigging the model. For that knowing the [17:24] parameter is very important. When you go [17:28] to parameter window you can see these [17:30] defaults parameter given. These [17:33] parameters are empty and you'll have to [17:35] fill them up. Let's start with angle C. [17:38] This is for rotating the head. So what [17:41] we have to do is select all of the head [17:44] and create a rotation deformer creation [17:48] tools. Now drag the rotation deformer [17:51] from the shin to the head. [17:54] Now go to the arrow tool instead. Click [17:57] on angle C and press this tree green dot [18:01] button. They are the key forms. The [18:03] middle is looking straight. The left is [18:07] for rotating to the left and the right [18:10] is for rotating to the right. So when we [18:12] move the red dots around to the left, we [18:15] can rotate the deformer to the left. And [18:19] when we move the red dot to the right, [18:22] we can rotate the deformer to the right. [18:25] And now when we move the red dot around [18:27] the parameter, it will rotate the head [18:30] around as it should. And this is how [18:34] parameters work and what we're going to [18:37] be doing for the rest of it. To [18:39] summarize again, select all parts and [18:42] create a deformer. Click on the [18:44] parameter. Add key forms. Go to the key [18:49] form you want to edit. Move the deformer [18:52] around. And there we go. That's how you [18:55] rig every part of the model. Now, angle [18:58] C is the easiest one. Let's move on to [19:01] the harder ones like angle XY. Angle X [19:06] is for looking left and right, while [19:08] angle Y is for looking up and down. Now [19:11] we want the model to be able to look [19:13] towards the upper corner as well like [19:16] upper left, upper right, lower left or [19:18] lower right. To do that we have to [19:20] combine angle X and Y by pressing this [19:23] link button right here. When we press it [19:25] the parameter will now look like this [19:28] graph. Now let's get to rigging by first [19:30] selecting all the head parts and create [19:33] a new deformer. Call it BF angle XY [19:38] head. Then select the angle XY parameter [19:41] and click this three green dot icon [19:43] again. Go to the left in the parameter [19:47] and make sure you snap to it by right [19:49] clicking. Right clicking is how you snap [19:51] to these dots. Now turn the face to the [19:55] left. It will look pretty bad right now [19:57] cuz we have a lot of adjusting to do. [20:02] And after you're done turning it left, [20:05] you'll want to turn it right. [20:09] And now your face is turning. It doesn't [20:13] look so good right now though because [20:15] you want to move individual facial [20:17] features to create more dimension like [20:19] the nose. So we can go to the nose and [20:22] create another deformer. Call it df [20:27] anglexy [20:29] nose. And then when you look to the left [20:33] the nose may protrude a bit more. [20:36] [Music] [20:40] And now you're going to write it may [20:41] protrude a bit more as well. So now it [20:44] looks better. [20:46] And do the same for all the other side [20:48] as well. Looking to the top [20:51] and looking to the bottom. Just adjust [20:55] it around. This will take quite some [20:57] time. And then after you're done with [21:01] left, right, top, bottom, instead of [21:04] working on the corners right away, we [21:07] can have the program try to work on it [21:09] first. Go to the center of the [21:12] parameter. Then in the menu, click [21:14] modeling parameter, set the size corner, [21:19] and okay. So the software have now [21:23] created the corners for you. When you [21:26] move around the angle XY parameter, the [21:30] model will face towards that direction. [21:32] You can fix them manually if it looks [21:34] bad though. And with a lot of adjustment [21:37] and on a lot of time, angle XY is kind [21:41] of dumb. [21:44] Now remember the face mask, we can use [21:48] that here to make the face line [21:50] disappear a little at a certain angle. [21:53] Turn on the visibility of the mask. [21:55] Second, select the face line art and on [21:58] clipping ID, make it clip to the face [22:01] mask. [22:02] [Music] [22:04] Then we click this reverse mark button. [22:07] Turn the opacity of the face mask to [22:10] zero. [22:12] We can create a deformer for the mask [22:15] and in angle XY add the key form and [22:18] move the mask around. This isn't [22:20] necessary, but I see most Btuber use [22:23] this technique. You can check out the [22:26] preview of the model by going to the [22:29] menu modeling physics settings. Ignore [22:33] the weird setting on the left right now. [22:35] Looking at the screen on the right, when [22:37] you click and hold the screen, the model [22:39] will look toward your cursor. This is [22:41] where you can go to check whether your [22:43] model is working or not. Moving on to [22:46] the eye parameters. [22:48] First, we'll only be doing the left eye. [22:51] And then after we're done rigging the [22:53] left eye, we'll then copy paste the left [22:56] eye to the right and flip it. So that [22:59] will be less work to do. Looking at the [23:02] IL open here, you will see that the left [23:05] is zero and the right is one. Previously [23:09] in angle X, Y and Z, the parameter can [23:13] go to the negative to indicate left or [23:16] bottom and positive to indicate right or [23:19] up. For the eye, however, there's only [23:21] close and open. Close being zero and [23:24] open being one. Now, if you want a [23:27] surprise eye, you have to increase the [23:30] parameter to 1.3 so that the eye would [23:34] widen more. To change that, you can [23:37] right click the parameter and edit. [23:40] Change the maximum to 1.3. [23:45] Starting with the eyelash, select the [23:48] eyelash and since it's a line instead of [23:51] a deformer, we'll use the deform pad [23:53] edit tool instead. Click along the [23:56] eyelash to create control points. These [23:59] control points will let you move the [24:01] eyelash freely. Go to the arrow tool on [24:04] the box over here. Type one so we make [24:07] sure we're in the one and add key form [24:11] at this exact location. And instead of [24:13] clicking the three dots in the [24:15] parameter, click the two dots instead. [24:18] So now zero is I closed, one is I open [24:24] normally, and 1.3 is I being wide. And [24:29] we just move it around at these [24:31] locations. [24:34] And now we go to the upper eye skin. [24:38] Create a deformer for the upper eye [24:40] skin. and add the same key form to the [24:43] parameter [24:45] 0 1 1.3 and drag the deformer so that it [24:49] covers the eyeballs when the eye is [24:51] closed or open. [24:53] [Music] [24:54] Now go to lower eye skin and do the same [24:58] process [25:01] and after that that's it for open [25:04] parameter. [25:06] Next is IIL Sumal. Here we can make the [25:10] blush more visible. Go to the blush part [25:13] and turn it on if it's off. Now add two [25:16] key forms using the two green dot button [25:19] here. On zero we'll turn the opacity of [25:22] the blush to zero. And on one we'll turn [25:26] the opacity to 100. So that's how we [25:30] make it seems as if the model is [25:33] smelling. Next is eyeball XY. [25:36] X is for looking left and right. Y is [25:40] for looking up and down. Connect the X [25:42] and Y together so that we can look at [25:44] the corners as well. Select the pupil [25:47] parts and create a new deformer. Click [25:50] on the three green dots and start moving [25:53] the pupil around. This is basically the [25:56] same thing we did for face turns of [25:59] angle XY timeline. [26:03] [Music] [26:05] And there we go. And then regrue the [26:08] eyebrows. Create a deformer for eyebrow [26:10] Y for moving up and down. [26:15] And another deformer for bro L form. [26:19] Negative one is sad, zero is normal, and [26:23] happy is one. We can just delete bro [26:27] angle and bro X because YouTube Studio [26:31] doesn't really detect eyebrow moving [26:34] left and right or bro angle. Also, you [26:37] can make a deformer for the entire eye [26:41] and move it around ankle X line to see [26:44] if different direction the eye looks [26:46] good and or not. Okay, now that your [26:49] left eye is nice and done, we're moving [26:52] on to copy pasting it to the right. [26:55] Select all of your right eye asset and [26:58] just delete them cuz we don't need them. [27:03] And then select all of your left eye, [27:06] copy paste. [27:08] [Music] [27:11] Now after you're done copy pasting it, [27:13] go to modeling, edit form, reflect, [27:18] click reflect horizontally, then click [27:21] okay. Now we managed to create the right [27:24] eye. Okay, we have to transfer the [27:28] parameters from left to right as well. [27:31] Starting with IIL open, click the number [27:34] box and choose change. [27:38] Go to IR open parameter. Now when you [27:42] move the IR open parameter, it should be [27:46] the right eye. Now also do for same for [27:49] eyebrows. Click BR L Y change to Bro R Y [27:56] and also Bro L form change to bro R [28:00] form. [28:02] [Music] [28:04] Now as for the eyeballs, it's now [28:07] looking at the opposite direction. In [28:10] eyeball X parameter box, click adjust [28:13] instead. In value after change, put in 1 [28:18] 01 [28:21] and click okay. Now the eye should look [28:24] the same way. If it looks weird, you can [28:27] adjust it around. If you edited the IL [28:30] open parameter to 1.3 for surprise eyes, [28:34] don't forget to do the same for IR open [28:36] as well. And you can also make a [28:39] deformer for the eye shines when it [28:41] looks at different angles as well. Make [28:44] sure to rename the folder into I write [28:47] instead. And we want to rename [28:49] everything else in this folder from left [28:52] to right as well. To change it easily, [28:55] go to edit search and replace on [29:00] condition. Type L underscore or left. [29:04] And now we have to select all of the [29:05] copied left eye to make sure that it is [29:08] the copy part. on the left parent column [29:11] it should say that the parent is R I [29:15] select all of it and on the bottom here [29:18] before replacement as L underscore and [29:21] after replacement to R underscore then [29:24] click replaced now all the left part [29:27] that got copied will be named right so [29:30] that it won't be confusing but now the [29:32] eye should be completed [29:34] now we move on to lip sync if you manage [29:38] to come this far then the mouth isn't so [29:40] different. Link the mouth form and mouth [29:44] open together. The bottom middle 0 0 [29:48] should be mouths closed. Up one should [29:52] be mouth open normally. To the left in [29:55] negative is sad and to the right is [29:59] happy. Now use the deform pad edit tool [30:02] for the lip line and move it as you [30:04] want. You don't have to make it exactly [30:08] the same. and can go freestyle with it. [30:14] After you move the lift, then you move [30:16] the upper lip skin to conceal the mouth [30:18] inside. You can also use the deform pad [30:21] edit for the mouse skin as well by [30:24] creating the pad along the lips. And [30:26] then timelapse. It's going to take some [30:29] times to move things around, but I think [30:32] now you get what to do. It's all the [30:36] same process, just um different parts. [30:39] And tada, we we did it. The mouth. [30:44] And moving on to body X, Y, Z. Body X is [30:49] moving the body to left and right. And Y [30:52] is moving body up and down. And C is if [30:55] you tilt your body like the hips and the [30:57] shoulder. And since we don't have the [31:00] lower body here, we will just ignore [31:03] body scene. Now go to the deformer [31:05] window, collapse the deformer tabs and [31:09] select every part. Now make one big [31:12] deformer and call it deformer_bodyxy [31:18] underscore body. Link the power meter [31:21] together. Create key forms and move the [31:25] deformer just a bit left, right, up, and [31:28] down. Synthesize the corner. And now [31:31] we're done with body X and Y. Next is [31:34] the breeding parameter. This is a [31:36] parameter that will play on [31:38] automatically. Zero is normal, one is [31:41] breed in. So select the body XY deformer [31:45] and create another deformer on top. [31:48] Create two key forms and on one just [31:52] move the deformer up a little bit. And [31:55] now when we check in the physics [31:56] setting, we can see the character [31:59] breeding automatically. [32:01] And with that, you filled in all default [32:04] given parameters. Don't forget to save [32:08] extra segment. If your model has extra [32:12] objects like different hand, a mic, or a [32:15] pet that you want to be able to toggle [32:17] on and off, you can make a toggle by [32:20] creating a new parameter. [32:22] Click on the plus button down here and [32:25] name it whatever extra object that is [32:28] and make the minimum zero. All there is [32:31] to do is select those extra parts and at [32:34] zero make it zero opacity and at one [32:38] make it 100 opacity and that's it to [32:41] create the toggle which we can use to [32:44] later turn it on and off in YouTube [32:46] studio. And there we go. The model will [32:49] work. In fact, you don't even need to [32:50] use this next step. But if you do, it [32:53] will give your model some life to it. [32:56] Physics. Physics is where the magic [32:59] happen. It makes this turn into this. [33:02] [Music] [33:05] First, the hair is where there is most [33:07] physics. Seect the front hair and create [33:10] a deformer. Name it something like um [33:13] DFP [33:15] front hair. Our hair is really simple, [33:17] so we can just use a default hair move [33:20] front parameter. Negative one is sway [33:23] left and one is sway right. To make it [33:26] easy after moving negative one parameter [33:29] go to modeling motion mirroring. [33:34] Okay. And the program works on the right [33:36] side of the parameters for you. We then [33:40] continue to do the same for hair move [33:42] side and hair move back. Go to physics [33:46] setting. That's on the modeling physics [33:49] setting. Now we don't ignore the setting [33:52] on the left. Click the add dot dot dot [33:54] button and name it hair [33:58] input present as head input physic model [34:01] presence as hair short. Then click okay. [34:06] Now over here click the output setting. [34:09] Then click the button add underneath it. [34:12] Search for the parameter that we just [34:14] made for this part. Check it on. Then [34:17] click okay. Now you'll notice when you [34:19] move the model left and right, there is [34:21] now physics on your part. If you think [34:24] it moves too much, then you can adjust [34:25] the number in the pendulum setting down [34:27] here. Tweak the number around and see [34:30] what you like. Repeat this step for [34:32] every parts that you want to have [34:34] physic. Like this jacket strings doesn't [34:37] have a default parameter, so we need to [34:39] create a new one. Click on the plus [34:41] button below the parameter and okay. and [34:45] do the same thing where you sway it left [34:47] and right and then add it into the [34:49] physics settings. This time it's the [34:52] body input. [34:58] [Music] [34:59] Now if you want the hair to flow more, [35:02] we can create another deformer on top of [35:04] the same hair part. Let's try this with [35:07] the back hair. Then create a new [35:09] parameter for another physics on the [35:12] part. [35:13] Move it a little on the tip of the hair. [35:16] Then add this new parameter into the [35:19] physics settings. [35:26] Create another pendulum. [35:28] Change the pendulum number of the new [35:30] parameter to two. And now you can see [35:34] this hair part moves more than before. [35:36] If your model has many long hairs, you [35:39] can add as much pendolums as you want to [35:41] give it more physics. And with this, [35:44] we're pretty much done with the model [35:46] and can move on to exporting. To export, [35:49] just go to file, export for runtime, [35:53] export as OC3 files. Make sure the [35:57] export physics setting file is checked [36:00] on as well. Then press okay. Choose the [36:03] folder that you want to save to. Create [36:06] a new folder, named it, and save it [36:09] there. This is what it should look like [36:11] containing the texture atlas and [36:13] everything. And we're good. We studio. [36:17] Now we move on to the third needed [36:20] program, YouTube Studio. This is it, [36:22] guys. We're getting to the finish line. [36:24] On PC, download the software from [36:27] Stream. [36:29] When you open the software, it will be [36:31] blank. Double click on the screen so [36:33] that you can open the menu. First button [36:36] is for choosing the model. Click on the [36:39] button and a character selection will [36:41] appear on the bottom. The software [36:42] already has a default model for you to [36:44] test out. If you click on any of them, [36:46] it will show that model up. To put in [36:49] your own model, click import your own [36:51] model and open folder. Now in the [36:55] folders as open, copy paste the stuff [36:58] that we exported from live 2D wherever [37:01] you saved it. [37:04] Now go back to the solver [37:06] and click unload model to refresh. [37:10] Clicking the model button again and [37:12] scrolling through there should be a new [37:14] model and choosing it. Our model will [37:17] appear. There will be a popup to s auto [37:19] setup. Okay. Now your model is in the [37:23] server. If it's not moving, that would [37:26] be because you have not connected a [37:28] webcam or your iPhone yet. If you're [37:30] using a webcam, first connect your [37:32] webcam. Then click on the setting here. [37:35] On the upper left, choose the webcam [37:37] button. Then on the right, choose the [37:40] blue choose camera button. Choose your [37:43] camera and just click okay to whatever [37:45] pops up. After that, it's done. Click [37:48] the blue camera on button. It will [37:51] calibrate your face. [37:54] [Music] [37:55] Close the calibrate. Now you have a [37:58] working V2 model. And if you're [38:01] connecting through an iPhone instead, [38:03] first download V2 Studio on your iPhone. [38:06] Go to setting and head down. You'll see [38:09] connect through Wi-Fi or connect through [38:11] wires. This is your preference. I picked [38:14] Wi-Fi so that I can still charge my [38:16] phone while streaming. Have your [38:18] computer connect to the same Wi-Fi as [38:20] your iPhone and it will automatically [38:22] detect. Turn the button on and off if it [38:25] doesn't work. Now, when you move or make [38:27] facial expression while looking at your [38:29] phone, the software on your PC will also [38:31] detect that and follow along. Now that [38:34] you connected it, it worked. There's [38:36] still a little more things like changing [38:38] the icon. To change the icon, you have [38:41] to put an image into the same folder [38:43] that contain your V2 file. [38:48] Then back on V2 Studio, go to settings [38:51] and on top click on it. Click on the [38:54] image you put in the folder. Now the [38:56] icon will be updated. [39:00] Moving on to expression. This is how you [39:03] can add a trigger if you have an extra [39:05] object in your model. If you don't, then [39:07] you can ignore this part. On the setting [39:11] menu, you'll see this clap or button. [39:14] Clicking on it will lead to the [39:15] expression editor. Click on the blue [39:18] button called expression editor. Then [39:20] click create new expression. [39:25] I have a mic on and off parameter for my [39:28] own model. So I'll name it mic. Now then [39:30] I scrolled all the way down where that [39:32] parameter is. When we turned on the [39:35] switch, it lets us adjust what that [39:38] parameter will be stuck as. So I turn [39:40] the slider all the way up and click [39:43] save. Now going back, we have to add the [39:46] hot key. So to tell the software how to [39:48] trigger this expression, click on the [39:50] plus button and a new hotkey panel will [39:53] appear. Name it. [39:56] Then click on the blue hotkey action [39:58] button. Select set and unset expression. [40:03] And then on the blue button under [40:05] expression, select your expression. [40:09] Key combination is if you choose a [40:11] button on your keyboard, it will trigger [40:14] the expression on and off. Then below is [40:16] a screen button hotkey, which is what [40:18] we'll be using. Click on the slot you [40:20] want. Then make sure the switch on top [40:23] of the hotkey setting for use screen [40:25] button hotkeys is turned on. And now the [40:29] screen there will be a button that you [40:31] can click to trigger this expression on [40:33] and off. Finally, how to get transparent [40:36] background. First, on the menu, click [40:39] the background button. On the list of [40:41] backgrounds, scroll down until you see [40:43] color picker. Select it. As you can see, [40:48] under the color picker, there is a [40:49] switch to turn on transparent in [40:52] capture. What this does if if you turn [40:54] it on when you connect this to OBS or [40:56] other recording software you won't see [40:58] the background only the model which move [41:01] us over to the next and the last [41:02] software OBS open the software that will [41:06] be this window scenes if you can't see [41:10] this window on the menu above docs is [41:12] where all the window is kept at first [41:16] add a scene by clicking on the plus [41:18] button name it whatever you want it to [41:20] be I'll name it YouTube scene [41:23] Now in the next window called sources, [41:25] click the plus button and select game [41:27] capture. [41:30] Click on create new and name it YouTube [41:33] source. [41:34] [Music] [41:36] Now in the property here, change the [41:38] mode to capture specific window. Then in [41:41] the window, select YouTube studio. Under [41:44] the check box, turn on allow [41:46] transparency and turn off capture [41:48] cursor. And there we go. The model [41:51] should be shown in OBS. If you want to [41:54] add a display behind the model, click [41:56] the plus button again and select display [41:59] capture. [42:03] And now it will appear in the scene. You [42:06] can click and drag the source up and [42:08] down to arrange what appears on top and [42:10] bottom. [42:11] Now if you want to crop out the buttons [42:13] on the side, you can right click V2 [42:15] source and select filter. Click plus [42:18] button and select crop and pad. [42:24] Now on the right, you can enter how much [42:26] pixel you want to crop out to look nice [42:28] and clean. [42:33] And voila, it works. Now you can stream. [42:36] Test it out just by recording to [42:38] yourself first. Hit that record button [42:40] and move around. [42:43] [Music] [42:49] Once you're done, stop recording and you [42:51] can check where the file your recorded [42:53] file is in the setting. [42:57] [Music] [42:59] Go to output and you'll see where the [43:01] location is linked to. You can change [43:04] the location to where you want it to be [43:06] as well. And then you're actually done. [43:09] That was a bunch of information that I [43:12] wouldn't blame you for taking a break or [43:14] even giving up. Now with this hard [43:17] earned knowledge, what else can Live 2D [43:20] use for? It can be used for animated [43:23] movies. You can go farther with the [43:25] animation feature and export as video [43:28] instead. Make it like looping [43:30] illustration for waiting screens or [43:33] animating stickers and stuff. As for how [43:36] to use the animation, here's a quick [43:38] tutorial by going back to live 2D cubism [43:42] in files, new animation. [43:45] SDK Unity is what we use for V2 Studio. [43:49] And just drag and drop the model you [43:52] have into this window over here. And [43:56] then drag it all the way down here. [43:59] And now the model will be shown on the [44:02] screen and all the parameters going to [44:06] be here. And if you know how to edit [44:08] videos, it's the same thing where you [44:11] got the timeline and then you can adjust [44:14] the parameter [44:15] [Music] [44:19] and then save the animation and export [44:22] the file by going file export image [44:25] video video [44:27] [Music] [44:28] and there we go. You've got a video now. [44:32] Otherwise, if you want to export the [44:34] animation to use in V Studio, you can [44:37] click file, export for runtime, export [44:40] motion file, [44:43] [Music] [44:47] drag it into your V2 model folder, [44:52] [Music] [44:53] and just like the expression, just add [44:56] in the animation instead. Click on that [44:59] plus button. hotkey action. Go to play [45:04] animation, select animation, [45:08] and then choose the one that we just [45:10] paste in. [45:12] Assign hotkey. And there we go. [45:16] [Music] [45:19] Thank you so much for watching the [45:21] video. I've been planning to create this [45:22] video for a very long time, but it takes [45:25] some time to learn the software and make [45:27] sure I didn't miss anything important [45:28] myself since there are a lot to cover. [45:31] If you want to commission me from [45:33] drawing characters to rigging, I have a [45:36] fiber page or you can just DM me on [45:39] Instagram, Discord, X, etc. I hope the [45:43] video wasn't too complicated. If there's [45:45] any question, you can ask in the [45:47] comments below. I stream from time to [45:49] time on YouTube and Twitch. So, if you [45:51] come to hang out, I'll be very happy. [45:53] And thanks so much for watching. Hope [45:55] you have a great day. Bye-bye.