[0:00] hi guys it's kapaka in this video i'll [0:03] be talking about how to use live2d to [0:05] animate your youtuber model [0:07] in the last two videos i went over how [0:10] to draw [0:11] and cut up your youtuber model you'll [0:13] want to have your photoshop file ready [0:15] for live 2d import [0:16] so if you aren't sure check that [0:18] everything is formatted correctly in [0:20] this video live 2d might seem daunting [0:23] at first but [0:24] so is learning how to use photoshop or [0:27] whatever drawing program it is you use [0:30] what i'm trying to say is live 2d is [0:32] simple [0:33] once you understand the basics and the [0:35] tools [0:36] let's get started firstly open up live [0:39] 2d [0:39] and import your photoshop file by [0:42] dragging and dropping [0:44] and select the highest resolution to [0:46] view your model in [0:48] before we go any further let me [0:50] introduce you to the layout of live 2d [0:53] parts show all the parts of your model [0:56] which are also called [0:58] textures and how they're layered from [1:00] front to back [1:02] the farmer is where you'll be working [1:04] most of the time [1:05] it shows the deformer hierarchy and [1:08] where you create deformers that [1:10] bend your model to create movement [1:13] inspector is where you control the [1:15] clipping id opacity and blend mode [1:18] of your textures parameter is [1:21] also where you'll be working most of the [1:23] time it has the parameters that your [1:26] face tracking program will use and here [1:29] you set the keyframes that [1:30] animate your model canvas [1:34] shows your model and this is where you [1:36] interact with the deformers [1:38] use the scroll wheel to zoom in and out [1:41] and press the space bar [1:43] and click to pan around secondly [1:47] select everything in the deformer window [1:49] and generate a mesh [1:51] select the standard preset and close the [1:54] window [1:55] next create a texture at this set the [1:58] width and height dimensions to match [2:00] your photoshop document [2:01] the maximum will be 2048 [2:05] by 2048 pixels for the free version [2:08] of live 2d [2:12] set the margin to 30 pixels and select [2:15] automatic layout click on any one [2:18] texture [2:19] and check that the skill is 100 percent [2:23] if it isn't the image will look [2:25] pixelated [2:26] click ok [2:30] and now save your live 2d progress [2:35] thirdly [2:36] sort parameters into photos so that is [2:39] neither to work with [2:40] create seven folders for the face eye [2:44] eyeball brow mouth body and move [2:48] drag the parameters into the [2:50] corresponding folders [2:53] you can add more parameters for [2:56] additional animations [2:57] click on the new parameter button and [3:00] give it a unique name [3:01] then click ok examples of additional [3:04] parameters are [3:05] arms legs ears wings or tails [3:09] key forms are poses that you set as the [3:12] maximum [3:13] and live2d will animate the range of [3:15] motions between these maximums [3:18] you can also set key forms in between [3:20] for specific [3:21] transition points select the deformer [3:24] and use the first two buttons to create [3:26] key forms [3:27] or the fourth button to place a specific [3:30] key form next let's start looking at [3:33] deformers [3:35] you can think of deformers kind of like [3:37] folders [3:38] a deformer will bend all the things [3:40] inside it [3:41] this includes textures and other [3:43] deformers [3:45] there are three main type of deformers [3:48] the most common is the warp deformer [3:51] select the textures you want to group [3:53] together and create a warp deformer [3:55] this deformer controls all the textures [3:58] selected [3:59] to animate movement select a key form on [4:02] the parameter [4:03] and move the green controls around to [4:05] move stretch [4:06] and squish parts of the textures warp [4:10] deformers are useful [4:11] for x y z parameters [4:14] the second is the rotation deformer [4:17] select the textures you want to control [4:19] and create a rotation deformer to place [4:22] the rotation deformer precisely [4:24] you can move the center of rotation and [4:27] tail [4:27] by pressing the ctrl key and clicking it [4:31] to animate movement select the key form [4:33] on the parameter [4:35] and move the center and tail without [4:37] holding ctrl [4:38] to move and rotate the textures [4:42] rotation deformers are useful for joints [4:45] and sometimes z parameters [4:48] the third is the deform path [4:51] select one texture and place a dot in a [4:54] line along the length of the texture [4:56] to animate movement select the key form [4:59] on the parameter [5:00] and move the dots to deform the texture [5:04] the form paths are useful for eyes mouth [5:08] and hair [5:12] make sure you have a green key form [5:14] selected [5:15] when moving deformers or you'll just be [5:18] editing your default model [5:20] it's better to have more deformers than [5:23] too few [5:24] if the object moves in xyz parameters [5:27] make sure one deformer for each [5:30] parameter [5:31] or make at least three deformers [5:34] note that one parameter can control [5:37] multiple deformers [5:39] this is my template for the former [5:41] hierarchy which is on the screen right [5:43] now [5:44] this is the simplified version of what [5:46] my model uses [5:47] the general layout is the same for [5:49] everyone but the specific [5:51] part deformers will depend on how you [5:53] separated your parts [5:54] and how many moving parts your model has [5:58] next let's go over parameters and where [6:00] to begin [6:02] i like to break the broad parameters [6:04] first before [6:05] moving on to the more detailed [6:07] parameters [6:08] the order i took when rigging parameters [6:11] was [6:12] body move face eyeball brow [6:16] eye and mouth i started with the broad [6:19] parameters because [6:21] it was the easiest to rig and if i [6:23] realized that i had separated the body [6:25] parts incorrectly [6:26] i could replace them easily the more [6:29] detailed parameters [6:31] are more work but if you separated [6:34] everything [6:35] it's unlikely that you need to replace [6:37] anything [6:38] lastly once you're finished with all the [6:40] parameters [6:41] we have to add physics under modeling [6:44] click on open physics click [6:48] add and name it for example hair physics [6:52] select the input preset as your head [6:54] input [6:55] the physics model preset as your hair [6:57] length and click ok [6:59] click on output settings and add your [7:01] hair parts [7:03] by following these steps you can also [7:05] add physics to the movement of your [7:07] clothing and [7:08] chest too on the preview you can click [7:11] and move the cursor [7:12] to test how the physics looks like [7:16] finally we are ready to export your [7:18] vtuber model [7:20] under file click export for runtime [7:24] export as a mod 3 file check that [7:27] physics is checked and click ok [7:31] create a new folder and save it there [7:34] this folder is your vtuber model [7:36] fully rigged and ready to be imported [7:38] into your face tracking program of [7:40] choice [7:42] and there you have it your very own [7:44] feedtuber model [7:45] you just have to find a face tracking [7:47] program but [7:49] fear not i'm making a video comparing [7:51] all the free face tracking programs for [7:53] live 2d [7:55] so i know i skipped the rigging of the [7:57] individual parameters [7:59] but there are 30 minute tutorials on [8:01] youtube for every single one already [8:03] i wanted this video to be a tutorial on [8:06] the basics of live 2d [8:08] and an outline of the steps you need to [8:10] take from start to finish [8:13] i hope you found this helpful leave any [8:15] questions [8:16] in the comments and i'll be sure to [8:18] answer them thanks for watching