[0:00] My name is Kira Omorei. I am a VTuber [0:03] who rigs and illustrates other VTuber [0:05] models. I'm a VTuber maker. I have been [0:07] rigging for about four years now and I [0:09] have brought to life several indie and [0:11] corporate VTuber models like Emirichu, [0:14] Lafy, Lumen, and Phoebe. And recently, I [0:18] also rigged the model of an Apex Legends [0:21] voice actor, but they haven't debuted it [0:23] yet. I've also received a live 2D [0:25] creatives award and I have built my [0:27] channel by posting live 2D tutorials [0:30] hopefully more this year and I'm also a [0:32] member of a guild called rigger mortise [0:35] and I'm surrounded by a lot of awesome [0:38] people. This is the overview of my [0:40] segment for today. First I'll be going [0:42] over live 2D tools and features and then [0:45] rigging basics. Live 2D has a lot of [0:48] things that you could use to the point [0:49] where it gets overwhelming. I'll be [0:51] introducing a few tools and features [0:53] that are most essential so we can take [0:55] things one step at a time. And before [0:58] you start rigging, you'll need model [1:00] art, but you don't have to worry about [1:02] that since I'll be providing you with [1:04] free resources. Just take a picture of [1:06] this slide for access to exclusive [1:09] content for this segment. [1:20] There are three things or terms that [1:22] modelers use a lot when talking about [1:25] Live 2D. Let's start with the art mesh. [1:29] Each layer in the PSD is going to be [1:32] imported as an art mesh in Live 2D. And [1:35] the vertices/ dots that surround it can [1:38] be created automatically or manually. [1:42] Next up is deformers. Deforming using [1:44] the art mesh itself is going to be [1:46] cumbersome at times. Deformermers allow [1:48] the rigger to change the shape of the [1:51] mesh without having to select each [1:53] vertex or dot and move them around. [1:56] These are good for rough to [1:57] semi-detailed shape changes. [1:59] Deformermers can warp, scale, and rotate [2:02] art meshes. They can also modify the [2:05] opacity and color of the meshes, too. [2:08] parameters allow you to save the shape [2:10] changes that you make using deformers or [2:13] moving the vertices around the art mesh. [2:15] Each green dot that you see here is [2:17] called a key. Each key can have a [2:20] different shape or change and the [2:22] inbetweens are automatically created. So [2:25] you don't have to worry about the [2:26] transitions between each key. Now we've [2:29] got those important terms out of the [2:30] way. Let's tour the editor workspace. We [2:34] have the work area where you'll be doing [2:36] most of the work stuff. It's similar to [2:39] the canvas area in drawing programs. [2:42] Next one is the toolbar at the top. I'll [2:44] be going over some of the most important [2:46] tools later. Next is the parts palette. [2:50] This is where Live 2D shows you the [2:51] contents of your PSD file plus the [2:54] deformers that you create. The folders [2:56] in the PSD carry over, but there is a [2:59] limit to the folders that you can create [3:01] depending on what version of Light 2D [3:04] you're using. Next one is the deformer [3:06] palette. This shows which deformers [3:09] modify art meshes. Deformermers can [3:11] modify other deformers too. And also you [3:14] can see the hierarchy of the deformers [3:16] and art meshes here. Lastly, the [3:18] parameter palette. It just contains all [3:20] of your parameters and they can be [3:22] organized into folders too. The folders [3:24] cannot be nested though unlike the [3:26] folders in the part palette. And let's [3:28] move on with an overview of the tools. [3:31] These buttons create your deformers. The [3:33] curved square one creates the warp [3:35] deformers and the other one creates the [3:37] rotation [3:38] deformers. Live 2D has different [3:40] selection tools. The first one is the [3:43] regular arrow tool which is most similar [3:45] to a regular mouse pointer. The next one [3:47] is the lasso tool which allows you to [3:50] select things by enclosing them in a [3:52] circle. Lastly, the brush selection tool [3:54] allows you to select things as if you [3:56] were shading with an airbrush. The next [3:59] tools deal with moving around vertices [4:01] in different ways. The first one is the [4:03] deform path edit, which sets control [4:06] points on the art mesh and allows you to [4:08] move vertices with a single curve. The [4:11] next one is the deform brush tool, which [4:14] is my absolute favorite. It's super [4:16] useful for making small changes. And if [4:19] you are familiar with the liquify tool [4:21] in Photoshop, this one is pretty [4:23] similar. Okay, Live 2D looks like this [4:25] when you first open it. But if you want [4:27] to have dark mode, go to file and [4:29] environment settings and just change the [4:32] color theme. You would need to restart [4:34] Live 2D after changing this [4:37] one. Click on okay. And for the pallets, [4:42] you can actually drag them around. I [4:45] prefer to have my pallets on the right [4:47] hand side since I use a display tablet. [4:51] Um, it's easier for me to see the [4:53] changes that I'm making. Like I move the [4:57] parameters around and see what's [4:59] happening to the model. Yeah, it's [5:00] easier that way if everything is on the [5:03] right side. You import the PSC by just [5:05] dragging it into Live 2D. And you will [5:08] see that there are a bunch of parameters [5:11] in the parameter palette. The first [5:13] thing I would do is to organize a [5:15] parameter into folders. And I'll also be [5:18] deleting some parameters that I think I [5:21] won't be using for this model. You can [5:22] create new folders by clicking on this [5:25] button and just double click to rename [5:28] it. Just select the parameters that you [5:29] want to be in the folder and just drag [5:31] them in. I'm going to be doing it for [5:33] the other parameters, so I'll be [5:35] speeding that [5:37] up. The next step would be creating the [5:39] art meshes. You could select all of the [5:42] art meshes and create the meshes [5:45] automatically by pressing on control A [5:48] and clicking on this button. Sometimes [5:52] automatic mesh generation doesn't result [5:54] in the best meshes. So what you can do [5:57] is to edit them or create the meshes [6:00] manually. To do that, click on the mesh [6:03] that you want to edit and click on this [6:05] button over here. And you have several [6:08] tools under the tool details palette to [6:11] help you create your meshes manually. [6:13] I've sped the whole process up. So this [6:16] is just me adjusting the meshes. It is [6:18] important to adjust the meshes manually [6:21] sometimes because you can see here that [6:23] when I drag these vertices, there's some [6:26] weird [6:28] um modification going on. So, it is [6:31] important that I place the vertices [6:33] properly so I could control the edges [6:36] better. It's also a good idea to keep [6:39] the meshes not super dense, especially [6:42] when the rig is going to be really [6:44] simple. So, you can delete the vertices [6:47] inside these automatically generated [6:49] meshes like this one in the on the [6:52] inside and replace them with a very [6:54] simple shape. And after you're done with [6:57] the meshes, you'll notice that the [6:59] blushes of the duck's cheeks isn't [7:01] clipped properly. So to do that, just [7:04] select the part where you want the [7:06] blushes to be clipped to. Right click on [7:09] that part, click on copy, select both of [7:12] the blushes, and then go to the [7:15] inspector palette, click on clipping ID, [7:18] and paste the ID of the head. And now [7:22] the blushes are clipped to the head of [7:24] the duck. I think I spent around 30 [7:26] minutes just setting up the file for [7:28] rigging. So, it is very important that [7:30] your file is properly set up before you [7:34] do any actual work. For rigging, I [7:36] usually rig the facial features first, [7:38] like the blinking, mouth opening, the [7:41] brows, and then the next stage would be [7:44] the physics, like all of the hair [7:46] swaying, accessories swaying, [7:49] jiggling, and lastly, the body movement, [7:53] the turning of the head, the turning of [7:56] the body, maybe some arm movement as [7:58] well. And if the model has any special [8:01] emotes or toggles, I reserve those for [8:04] last. And so for this cute little duck, [8:06] I'll be rigging the eyes first. I'll be [8:08] making it blink and wink. I first select [8:11] the art meshes for the left eye. Left [8:13] and right are actually flipped in live [8:15] 2D if you're wondering. And then select [8:18] the IL open parameter and click on this [8:21] button to set the keys. And after that, [8:24] I can start rigging. So, what I'm doing [8:27] here is modifying the art mesh of the [8:29] eye close layer and just making it fit [8:32] to the eye open one. This is actually [8:35] for the eye open key. But yeah, I'll be [8:39] fixing that later. I just make it match [8:41] so the transitions will look really [8:43] smooth. Okay, this is the point where I [8:45] realize that I did it wrong. So, what [8:47] I'm going to do is to select a key and [8:51] wait for that little menu to appear and [8:55] click on reflect. And now it's on the [8:58] proper key. Next thing I'm going to rig [9:01] is the closed eye shape. I'm going to be [9:04] using the deformed brush tool for this [9:06] to easily manipulate the mesh. I try to [9:09] hide the eye open layer inside the eye [9:12] closed layer so it doesn't look jank. [9:16] And then there you have it. Theisle open [9:19] is rigged. And then I noticed that in [9:21] between these keys, the eye open doesn't [9:25] look super nice. So I'm just going to go [9:28] to a certain value and then click on [9:30] this button to set a key for the art [9:34] meshes. And then right here, I am just [9:36] going to be doing some cleanup. It is [9:38] important to do the cleanup after you've [9:41] rigged the main keys because if you do [9:43] it at first, you would have to rig each [9:46] key. And for this one, since the [9:48] transitions have already been generated [9:50] by Cubism, I can just easily set a key [9:54] anywhere and make it look cleaner. The [9:57] next time I'm going to rig is the eye [9:59] smile. For art meshes and deformers, I [10:02] usually don't go beyond keying more than [10:05] three parameters to it because the [10:07] combinations will get complicated. For [10:09] example, all of those IL open keys are [10:13] different for each IL smile value. So [10:17] this set is different from this set. So [10:20] it's important to just have maximum two [10:24] parameters keyed to art meshes or [10:26] deformers for beginners. And for the eye [10:29] smile, I am just going to key that and [10:32] use the deform brush tool to make the [10:36] duck smile. And after that, just do the [10:38] same thing for the other eye. And we're [10:41] done. Doesn't that look so [10:44] cute? And after we are done with the [10:47] eyes, the next thing that we're going to [10:49] rig is the mouth. I'm just going to [10:51] select the bottom part of the beak and [10:54] key it to mouth open. I'm going to be [10:56] using the deform path edit. so I have an [10:58] easier time controlling the art mesh. [11:01] Just click on where you want your anchor [11:04] points to be. And you have your [11:05] deformation path. Make sure that you are [11:08] at at value one. And then just move the [11:11] anchor points to make the beak open. I'm [11:14] then going to use the deform brush tool [11:16] to modify the top part of the beak. And [11:19] now the duck looks like it's opening and [11:22] closing its mouth. After rigging the [11:24] facial features, we can now move on to [11:26] the physics. you know, all of the [11:28] jiggling and stuff like that. It's [11:30] important to rig the physics first [11:33] because deformers can get pretty [11:35] sensitive with the hierarchy. Physics [11:38] movements are also generally under the [11:42] control of the angle movements. So, for [11:44] example, in my model, the hair swinging [11:47] is categorized as a child movement of [11:49] the head turning. Breaking the physics [11:51] first allows you to avoid any problems [11:54] with the deformer hierarchy because you [11:57] always have to make sure that the [11:59] movements the parent movements have big [12:02] enough deformers that can cover the [12:05] child movements or child deformers and [12:07] art meshes. So for the physics I'm just [12:10] editing some existing parameters over [12:12] here changing the name and ID of the [12:15] parameters. I'm going to be using just [12:18] two parameters for the feathers. To [12:20] start rigging the physics, we need to [12:22] create deformers. So, select these parts [12:24] which correspond to one of the feathers. [12:27] After clicking on that, just rename your [12:29] deformer. And make sure that as parent [12:32] of selected object is selected. I also [12:34] changed the number of conversion [12:36] divisions to 6x6 because it it just [12:39] looks neater because the vertices go [12:42] through those green bezier control [12:44] points. Deformermers have these [12:46] properties that you can modify, namely [12:49] the number of conversion divisions, [12:51] bezier division number, and bezier edit [12:55] type. Those are the most important ones [12:57] for now. You can change the shape, [12:59] scale, and orientation of the deformer [13:01] by holding down on control and moving [13:04] around the bezier points or the red [13:07] bounding box thing. And after that, we [13:09] can start rigging the physics itself. [13:11] I'm going to key this deformer to the [13:13] first feather parameter and then hold X [13:18] and move the pivot point to there so I [13:21] could make some really nice rotations. [13:24] And you can see that there's some weird [13:27] shrinking and [13:30] inflating shrinking and scaling up going [13:32] on. So to fix that, we go to this menu [13:36] and click on extended interpolation. [13:39] Choose ellipse interpolation. And I'm [13:42] just going to set the points to three. [13:45] And now it looks smoother. This is good [13:48] to use when you are doing rotation [13:50] movements using warp deformers. After [13:53] that, key the deformer to the second [13:55] feather parameter. And using the deform [13:57] brush tool or maybe even moving the bezi [13:59] control point, just move the tip of the [14:03] feather. For physics in general, the [14:05] first parameters are the bigger [14:07] movements and then the movements get [14:09] smaller and smaller and closer to the [14:12] end of the object for the latter [14:15] parameters. So the first parameter here [14:17] is a big rotation at the root of the [14:20] feather and then the second one is a [14:22] smaller rotation closer to the end of [14:24] the feather. That is one of the ways [14:26] that you can rig physics. And after you [14:28] rig both of those parameters, select [14:30] both of them. Click on this menu and [14:33] click on synthesize corners. Make sure [14:35] that both of the parameters are there at [14:37] the top and click okay. And now it's [14:40] waving. And then we're going to do the [14:42] same thing for the bigger feather. To [14:45] actually make the feathers move, we need [14:47] to go to the physics window. So click on [14:50] modeling right here and click on physics [14:53] settings. You'll see this window. The [14:55] first thing you have to check is the [14:57] FPS. We usually set it at 60 because [15:00] that's what most VTubers use for [15:03] tracking. The next thing that we're [15:04] going to do is add a physics group for [15:06] the feathers. So, click on that button [15:09] and rename it to feathers. The first [15:12] thing that we're going to do is add the [15:15] inputs, the parameters that will control [15:17] the movement of the feathers. For this [15:20] one, it's going to be angle X, Y, and Z. [15:23] For more complex models, there are going [15:25] to be separate physics group for each [15:27] angle, but usually it's angle X and Z [15:30] and then angle Y. Make sure that your [15:33] effectiveness is not zero. And for each [15:36] angle input type, it should sum up to [15:38] 100. You can see here that angle X and Y [15:41] are at 50. That adds up to 100 and angle [15:44] Z is at 100 cuz it's the only input [15:46] parameter for the angle type. And then [15:49] we're going to add two pendulums for the [15:51] two parameters. And lastly, add the two [15:54] parameters as an output. I'm going to [15:57] drag my mouse around. And you can see [16:00] that the feathers are shaking. You can [16:02] click on increase or decrease output [16:05] over here just in case the output [16:07] numbers right there are below or above [16:10] 100. And after that, I'm just going to [16:12] play around with the pendulum settings. [16:14] Duration is the length of the pendulum. [16:16] Shaking influence is how much it shakes. [16:19] Reaction time is how fast it responds to [16:22] the input. And then acceleration is just [16:24] how fast it shakes and goes back to its [16:27] original position. Just in case you want [16:29] to reset everything for the output [16:32] settings, you can just click on reset [16:34] magnification and reset output maximum. [16:36] And there we have it. I'm pretty [16:38] satisfied with that. And now I'm going [16:40] to continue rigging the physics for [16:42] other parts of the model. [16:55] Just take note of how I created the [16:57] deformers for this one. The rotation [16:59] deformer of the knife is under the [17:02] rotation deformer of another wing [17:05] because the wing rotation deformer is [17:07] apparent movement of the knife. And you [17:10] can see here that the knife is [17:12] influenced by the wing deformer. And [17:14] then modifying the rotation deformer of [17:16] the knife controls just the knife. And [17:18] then I change the pivot point of the [17:20] rotation deformers by holding down on [17:22] control and selecting the center of the [17:25] deformer and dragging them to where I [17:27] want them to be. And after that, we just [17:29] need to create two more parameters for [17:32] the wings and rig them like so. And just [17:35] like what we did earlier, just create [17:37] some physics group, put in the inputs, [17:40] create pendulums, and assign the physics [17:43] parameters as outputs. And after that, [17:46] you can just play around with the [17:48] settings until you get the movement that [17:50] you want. And there we have it. It's [17:54] jiggling. I'm going to do the same thing [17:57] for the tail, but I'll be putting it [17:59] under a warp deformer this time. and we [18:02] are going to key it under the feather [18:04] parameters. For this one, you don't need [18:07] to create new physics groups for the [18:09] tail. And after that's done, we can [18:11] proceed with rigging the turning of the [18:14] model. I'm going to select all of the [18:17] facial features and put them in a single [18:20] deformer. And I'm going to key that [18:22] deformer to angle X first. rig that by [18:27] moving things [18:29] around and then key it to angle Y and [18:34] rig. I created a separate deformer for [18:37] the beak because I want the beak to move [18:39] differently compared to the rest of the [18:41] face because the beak is going to be [18:43] more forward. I do still want it to be [18:46] controlled by this main face XY [18:49] deformer. So I create a deformer under [18:51] it. And lastly, since the head is going [18:54] to be moving in a different way than the [18:56] face, I create a separate deformer for [18:59] that that is not under any other [19:01] deformer. And I just rig the angle X and [19:04] Y for the face and the head. [19:25] After rigging those two parameters, I [19:28] select both of them and synthesize [19:30] corners. Sometimes the corners that you [19:32] synthesize don't have the best results. [19:35] So you can go to those corners and make [19:38] the modifications that you want. And [19:40] after that, we'll be rigging angle Z. [19:43] Select the face XY and head XY deformers [19:46] and create a parent rotation deformer. I [19:49] noticed that the default name of the [19:51] rotation deformer is labeled as eyes. So [19:55] that just means that the rotation [19:56] deformer is being created under the eyes [19:59] folder in the parts palette. So at this [20:02] point, it's a good idea to just look at [20:06] everything, create new folders, and [20:08] organize your deformers. Be careful not [20:10] to drag deformers under other deformers, [20:13] or else you might mess up your [20:15] hierarchy. [20:16] And right here you can just hold on [20:18] control and put the rotation deformer in [20:20] different places and rotate the deformer [20:23] to figure out what has the best look for [20:26] the head tilting. Then you can enter [20:28] specific quantities of angles here to [20:31] have a consistent amount of rotation. [20:33] And after that we are going to rig the [20:35] squishing of the model. I reserve this [20:38] as a last step. Even though it is [20:41] technically physics, I reserve this as [20:43] the last step because it needs to cover [20:45] all of the deformers that's in the [20:48] model. So I need to create a deformer [20:51] that is quite big and covers all of the [20:54] movements of its child deformers because [20:56] the whole model is going to squish and [20:58] move. Then I create four parameters. Two [21:01] parameters for the X direction squishing [21:04] and then two parameters for the Y [21:06] direction squishing. Feel free to resize [21:08] your deformer. It doesn't need to be [21:11] very small. It can be as big as you want [21:13] to give yourself some allowance in case [21:15] you want to create more child deformers. [21:18] So just select the body squish deformer [21:20] and key it to the squish parameters and [21:24] rig them like that. And after that I [21:27] create the physics group for the squish. [21:29] And this time the inputs are just going [21:31] to be angle X and angle Z. create your [21:34] pendulums and put the squish x [21:37] parameters there. And now the duck is [21:41] swaying swinging. Now we do a similar [21:44] thing for the squish Y, but this time [21:46] create a new deformer called body squish [21:49] Y. And you can takeick off this option [21:52] so you don't have to worry about the [21:54] size of the deformer. And then you can [21:56] proceed to rig, create the physics [21:58] groups and the pendulums and all of [22:01] that. And your model is done. Isn't the [22:05] duck very, very cute? Do you guys think [22:08] the duck is menacing? Thank you so much [22:10] for watching the segment. So now I'm [22:12] just going to be answering some [22:14] questions that I've received in the [22:16] previous leg of the event. And one of [22:19] the questions I was asked was, "What's [22:22] the most interesting model you've ever [22:23] worked on?" I remember that my answer [22:26] was um Bows Bow mascot. It is the most [22:29] interesting model I've worked on because [22:32] of the water there. It's It was actually [22:35] my first time rigging liquid. It was [22:37] like a pretty long process because like [22:40] how do I even rig liquid? How do I make [22:43] the liquid look really liquid? Another [22:46] question I was asked was what hardware [22:48] do you use for rigging? So, currently [22:51] I'm using a display tablet. Some of you [22:53] guys might have caught that earlier. And [22:55] I'm also using a Turbox. A Turbox is [22:59] super useful when the program that [23:01] you're using has a lot of hotkeys and [23:02] you don't really, you know, want to make [23:04] weird positions with your fingers. Yeah, [23:07] it's been like one of the best things [23:09] I've gotten to really speed up my [23:11] workflow. Another question was, what [23:13] made you want to learn live 2D? [23:15] Basically, I was really broke. I didn't [23:18] really have money to have a VTuber model [23:21] made. It's not like a lot of people had [23:24] live 2D commissions open at the time I [23:26] started. I wanted to become a VTuber [23:29] because I saw clips of Peekora from Hol [23:32] live on YouTube and I was like, "Oh, I [23:34] want to be an anime girl." So, I just [23:37] watched some really, really old [23:39] tutorials on YouTube. Tried to create my [23:42] own V2 model and documented the whole [23:44] process. That's how it all started. Is [23:46] it okay to use old versions of Live 2D [23:48] or is it recommended to use the latest [23:50] version? I personally don't always use [23:53] the latest version because sometimes [23:55] there would be new features that would [23:57] bug out and not make light 2D work as [24:00] intended. So I I wait a bit really [24:03] before updating until I see a feature [24:05] that I really really like. But if you [24:08] are collaborating with a lot of people [24:10] like what I do in my guild, uh we have [24:12] to make sure that we use like roughly [24:15] the same version so nothing breaks when [24:18] we're exchanging files. What's the [24:20] average amount of time it takes for you [24:22] to fully rig a model? I haven't been [24:25] closely tracking some of the projects [24:27] I'm working on, but the last time I [24:30] checked, it takes me roughly around 60 [24:32] to 100 hours. I know that's like a huge [24:36] range, but it highly depends on the [24:38] complexity of the model. Quite related [24:40] to that question, do you still get some [24:42] sleep with all of the complex rigging? [24:44] Um, surprisingly I do. Sleep is one of [24:49] the things that I can't really, you [24:51] know, give up. That applies to, you [24:54] know, with other things that you do. [24:56] Sleep is something that you shouldn't [24:58] compromise on. Like, please, I'm telling [25:01] you, even in college, I think I only [25:04] pulled an allnighter once and that was [25:07] like the absolute last option. And [25:10] lastly, what advice do you have for [25:11] someone who wants to start a career in [25:13] Vtuber rigging or Vtubing in general? [25:15] For V superri rigging, I highly [25:17] recommend that you to learn how to [25:20] properly communicate with clients. I'm [25:22] pretty sure there are resources out [25:24] there for that. And also behaving [25:26] professionally, like not ghosting your [25:28] clients for a really long time. And also [25:31] making sure that you have a good terms [25:33] of service before you start. And when [25:35] you're starting out, it's okay to kind [25:37] of announce that, oh, I'm I'm doing this [25:40] service for free or for a really low [25:42] price, so I could have something on my [25:44] portfolio that's okay to do. That's [25:47] actually how I started. Like, imagine, I [25:50] only charged like $100 or $200 for art [25:55] and rig for a VTuber model, which is [25:57] very, very far from what I charge now. [26:00] Also carefully consider how you price [26:02] your stuff. So you'll be kind of [26:05] balancing, you know, pricing based on [26:07] your notoriety or your demand and also [26:11] the skill level that you're at. As for [26:13] starting a career in Vtubing, I I don't [26:16] really have advice that's going to [26:17] guarantee your success, but for content [26:19] in general, I highly advise, just from [26:22] what I've observed, I don't really apply [26:24] these since I barely have any time for [26:27] creating content. A lot of the people I [26:29] see that kind of gain popularity, there [26:32] are pretty consistent with the content [26:33] that they put out. So, they make a ton [26:35] of YouTube shorts and then post like [26:37] every other day or three times a week. [26:40] And also try posting a lot of different [26:42] kinds of content. So, you can kind of [26:44] just see what kind of I don't know what [26:47] do you call that strikes [26:49] accord with with whatever audience these [26:53] platforms give you. And yeah, that is it [26:57] for my segment. I hope you guys are [26:59] currently having a fun time. And again, [27:01] I hope that this segment helped you [27:04] understand the inner workings of Live TV [27:07] and creating a BT model. I'll see y'all [27:10] next time. I don't know. If you guys [27:13] want to see me rig and do commissions, I [27:16] go live on Twitch every weekish. Yeah, [27:20] I've been consistent with it recently. [27:22] And I also do art and illustrations and [27:24] merch making and stuff like that. Bye [27:27] guys.