---
title: 'How To Make a 2D VTuber Model | Art - Rigging - Tracking [All In One Guide]'
source: 'https://youtube.com/watch?v=lEKzLs1ExpY'
video_id: 'lEKzLs1ExpY'
date: 2026-06-14
duration_sec: 2760
---

# How To Make a 2D VTuber Model | Art - Rigging - Tracking [All In One Guide]

> Source: [How To Make a 2D VTuber Model | Art - Rigging - Tracking (All In One Guide)](https://youtube.com/watch?v=lEKzLs1ExpY)

## Summary

This video provides a comprehensive guide to creating a 2D VTuber model, covering the entire pipeline from art creation and rigging in Live2D Cubism to facial tracking and streaming setup. The creator shares a free test model and walks through each step, including software recommendations, drawing techniques, parameter rigging, physics, and integration with V2 Studio and OBS.

### Key Points

- **Software Overview** [0:00] — Needed software: any art program that exports PSD (e.g., Photoshop, Clip Studio Paint, Procreate), Live2D Cubism (rigging, ~$96/year or $14/month, 42-day free trial), V2 Studio (tracking, free with watermark, $6.7 to remove, iPhone version $ for Pro), and OBS (free streaming/recording).
- **Art Preparation** [2:28] — Canvas size: small avatar 2048x2048 px, full body 4096x8192 px. Separate body parts into layers (hair bangs left/right, face features, clothes, etc.). Name layers clearly, combine line art and color, keep lip and face line art separate. Use clipping masks for shadows with multiply blending mode.
- **Live2D Interface and Mesh** [6:29] — Import PSD into Live2D, reassign clipping masks. Use automatic mesh generator (deformation heavy for important parts, standard for others). Copy mesh from face skin to face line art for synced movement. Edit texture atlas to arrange parts without overlapping or rescaling.
- **Deformers and Parameters** [14:36] — Warp deformer: green grid to move mesh. Rotation deformer: rotate parts. Stack deformers (e.g., eye deformer under face deformer). Parameters: Angle Z (head rotation), Angle X/Y (look left/right/up/down), link X and Y for corners. Use key forms (three green dots) to set poses.
- **Eye and Eyebrow Rigging** [22:46] — Rig left eye first, then copy-paste and reflect horizontally for right eye. Use deform pad edit for eyelashes. Set eye open parameter (0 closed, 1 normal, 1.3 surprised). For eyebrows: Bro Y (up/down), Bro L form (-1 sad, 0 normal, 1 happy). Transfer parameters from left to right using change/adjust.
- **Lip Sync and Body** [29:34] — Link mouth form and mouth open parameters. Use deform pad edit for lip line and mouth skin. Body X/Y/Z: create one big deformer for all body parts, link parameters, add key forms. Breathing parameter: create deformer on top, move up slightly for automatic breathing.
- **Physics** [32:56] — Add physics to hair and other parts using deformers and custom parameters. Use hair move front/side/back parameters. In physics settings, add input (head) and output (parameter), adjust pendulum settings for movement intensity. Multiple pendulums for more flow.
- **Export and V2 Studio Setup** [35:44] — Export as OC3 file with physics settings. In V2 Studio, import model, connect webcam or iPhone (same Wi-Fi). Set up expressions and hotkeys for toggling extra objects. Enable transparent background for capture. In OBS, add game capture source, select V2 Studio window, allow transparency, crop if needed.

### Conclusion

The video successfully delivers a complete, step-by-step tutorial for creating a 2D VTuber model, from drawing to streaming. It emphasizes using free trials and provides a free test model, making the process accessible to beginners.

## Transcript

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