[0:00] want to learn rigging but don't know [0:01] where to start welcome to my hopefully [0:04] all-encompassing tutorial I purposely [0:07] designed a pet model which I believe to [0:09] be less intensive and beginner friendly [0:11] to teach you you can download this model [0:13] for free in the description and work [0:15] alongside me step by step I recommend [0:18] doing so as I'll be introducing live2d [0:20] cubism to you little by little through [0:22] this pink panda bat we'll be working in [0:24] live 2D cubism where there is a free and [0:27] a paid version of this program if you [0:30] want to view all the differences between [0:31] the two you can do so with this link [0:33] provided in the description you can also [0:35] activate a free 42-day trial of the paid [0:38] version that has all the features but [0:41] you may want to save that for when [0:42] you're doing your main model I tried my [0:45] best to make this model free version [0:46] friendly but keep this in mind as we [0:49] work feel free to pause as many times as [0:51] you need the first thing to note when [0:54] opening your live 2D cubism program is [0:56] the layout in front of you yours may be [0:59] white mine is black because I have it in [1:02] dark mode if you prefer dark mode you [1:04] can activate this by going into file in [1:07] the upper left hand corner going to [1:09] environment settings and then changing [1:11] the color theme to dark right here hit [1:14] okay when you're done we have to start [1:16] by pulling up our file go to file [1:21] open and search for your newly [1:23] downloaded pan tutorial [1:26] PSD live2d cubism reads PSD files if you [1:30] ever want to rig your own model in the [1:31] future you must not only separate your [1:33] artwork into different layers but you [1:35] must save it as a PSD or photoshop [1:38] document let's get acquainted with what [1:41] has appeared on the screen to the right [1:43] we have our Panda to the left we have [1:45] our art folders right here if we click [1:48] on this little arrow we can see the [1:51] different folders that I have separated [1:53] them into in my art program and to the [1:57] bottom we have them just all Loosey [1:59] goose [2:00] that we can use under the little [2:02] deformer tab here you can adjust your [2:04] windows however you like but I believe [2:06] mine are still set to the defaults so [2:08] your screen should look pretty similar [2:09] to this the first thing you want to do [2:12] or at least what I like to do is click [2:15] on this button right here it's this [2:17] little grid icon in the middle it just [2:20] makes the art a little bit easier to [2:22] see we're also going to organize our [2:25] model this is the first step when it [2:27] comes to getting your model ready for [2:30] rigging hold down the left click in the [2:33] upper left hand corner and drag it down [2:36] to the bottom hand corner of the artwork [2:38] you're going to see that it's selected a [2:40] bunch of different [2:41] things then we're going to go to this [2:44] button up here that says create warp [2:46] deformer go ahead and click [2:49] that and I like to call this the entire [2:54] model hit create next what we're going [2:57] to do is we're going to separate the [2:59] head and the body individually in their [3:01] own warp [3:03] deformers now there are two ways to do [3:05] this you can do the same hold left click [3:09] and drag method to try to grab as much [3:11] as the head or you can individually [3:14] select the art over on the left side of [3:18] the screen under deformers I prefer to [3:21] do it under deformers because I tend to [3:23] make less mistakes that way so in order [3:26] to select the art that we want to have [3:29] hold down the control button on your [3:31] keyboard and just left click every mesh [3:34] that the head has so this is going to be [3:37] all of the eye layers all of the mouth [3:41] layers The Head and the [3:44] ear to check to make sure that you've [3:47] grabbed every single layer you're [3:49] supposed to you can move the head and if [3:54] you've grabbed everything you needed to [3:56] only the head should be moving to put [3:59] the head back back where you want it to [4:01] hold control and then hit [4:03] C now once you have the head create [4:07] another warp deformer and label it head [4:10] to finish the rest of the organization [4:12] for the body all you have to do is the [4:15] exact same procedure except you're just [4:18] going to do the body parts so I'm [4:20] holding down control and left clicking [4:22] the rest of the [4:24] body to double check to make sure I have [4:27] everything from the body I just move it [4:29] to the left and the right to make sure I [4:31] didn't accidentally grab any head layers [4:33] which it doesn't look like I did hit [4:36] contrl Z to put the head sorry the body [4:39] back into place go back to this create [4:42] warp deformer [4:43] button and we'll label this the body [4:47] this organizational method is going to [4:50] make things so much easier for us when [4:52] we really get into the nitty-gritty of [4:54] rigging now that you have organized the [4:57] head different from the body we're going [4:59] to go up to file and we're going to hit [5:02] save you're going to want to get into [5:05] this habit of saving your model you do [5:07] not have to name it anything fancy if [5:09] you want to you can but you're going to [5:12] want to save your model as much as [5:15] possible just in case if your program [5:17] crashes in the art meshes I used a [5:20] technique called add glow this makes it [5:23] so that the eye shines a bit but once [5:25] you export a art piece into live 2D in [5:30] any multiply or add glow layers will [5:32] need to be told that they are actually a [5:34] multiply layer or an add glow layer it's [5:37] basically a shading effect we need to [5:40] tell that this eye glow on both the left [5:43] and the right eye are actually a glowing [5:45] layer to do this we click on L glow for [5:49] example go to [5:52] inspector and then you can come down to [5:54] the blend mode option right here right [5:57] now it's listed as normal [6:00] to change it back to how it was in the [6:01] art we just select it to additive we'll [6:05] do the same thing to the r i [6:08] glow we just click on it change the [6:10] blood mode to additive your artist [6:13] should tell you in the layer itself [6:16] whether a piece of art is a glow layer [6:20] or an additive layer or a multiply layer [6:23] so you know what you need to change with [6:25] the artwork now we're not done with [6:27] organization just yet now if you're on [6:30] the free version you might be limited on [6:32] the amount of warp deformers that you [6:34] have access to but let's try to do as [6:37] much as we can so we definitely want to [6:40] separate the mouth into its own warp [6:43] deformer so for the mouth layers we need [6:45] to grab the upper lip lower lip upper [6:48] skin lower skin upper teeth lower teeth [6:51] and oral once you have all of these [6:55] different um art layers go ahead and [7:00] make another warp deformer and label it [7:02] the mouth we're going to do the same [7:04] with the eyes we're going to want to put [7:05] them in its own little uh folder as well [7:09] so grab our ey shine R ey glow R eyeball [7:13] L ey shine L ey glow an L eyeball once [7:17] you have that go to the create new work [7:20] deformer and call it eyes if you want to [7:23] do one for the ears you can as [7:26] well just grab both the L ear and r ear [7:29] ear and label it ears now let's break [7:32] down some of the body into further [7:34] organizational parts we can grab LF foot [7:37] and R [7:39] foot and call that feet we can grab L [7:42] arm and R [7:46] arm and call that the arms and we can [7:49] grab the r-wing and the L wi and call [7:52] that the [7:53] wings that is probably as much as I [7:57] would break down the organization of [7:59] this specific pet model now that you [8:01] have organized your deformers we want to [8:04] organize our parameters which is this [8:06] little box here you're going to see a [8:08] bunch of different stuff like angles eye [8:11] opens brows mouth Etc we're going to [8:15] make folder so this is just a little bit [8:16] easier to navigate especially if this is [8:18] your first time rigging we don't want [8:20] you to get lost so what we're going to [8:22] do is we're going to click on angle X [8:24] we're going to then rightclick it and [8:26] we're going to get this menu to create a [8:28] folder [8:30] all we're going to do is we're going to [8:31] call this head [8:33] angles and we're going to push angle X [8:37] angle Y and angle Z so now if we click [8:40] on this folder it will drop down now if [8:44] you want to make this look nicer you can [8:47] rightclick this folder again and you can [8:49] Auto change the color to one of the [8:51] defaults or if you like to be a little [8:53] fancier you can go to advanced settings [8:55] and you can manually pick whatever color [8:58] you want on the color wheel [8:59] we've got a pink panda so we're going to [9:02] make it Pink we're going to make a few [9:04] folders now ahead of time so that when [9:06] we get into rigging we are not slowed [9:08] down we're going to right click again [9:10] we're going to create a folder we're [9:11] going to call it eyes for the eye folder [9:15] I'm going to put in I open I open we can [9:21] put in the I and IR smile eyeball X and [9:25] Eyeball y for now it looks like a lot [9:29] but it won't be too crazy and again we [9:32] can go to advanced settings and you can [9:35] choose whatever uh color you would like [9:39] we do not have any eyebrows for this [9:41] model so you do not have to worry about [9:43] that but we do have a mouth so go ahead [9:45] and create another [9:47] folder we'll call this one the mouth [9:49] you'll have to scroll down a bit to find [9:51] the mouth form and the mouth open so [9:54] let's go ahead and drag up mouth form [9:57] and mouth open and we can put those in [10:00] here we're almost there we're going to [10:03] create two new folders we're going to [10:05] create one called body and then for the [10:09] body we're going to grab the body X and [10:13] body Y and then we're going to create [10:16] another folder and we're going to call [10:18] it [10:21] breathing all right you're going to have [10:24] this parameter called breath that you're [10:26] going to want to grab for breathing and [10:29] we'll tuck it right in there all right [10:31] congratulations you are done with the [10:33] organization part of your model make [10:35] sure that you save so you don't lose [10:37] your work which you can either do the [10:39] shortcut contrl s or go to file and hit [10:42] save next we are going to do your very [10:45] first rigging movement which is actually [10:47] a really simple one it'll be done super [10:50] super quick so at the very beginning I [10:52] had you select the entire model and make [10:54] a work deformer called entire model this [10:57] is actually going to be our very first [11:00] movement if you are on the paid version [11:03] or on a free trial go ahead and click on [11:05] entire [11:07] model select a new deformer and call it [11:12] breathing this isn't necessary which is [11:15] why I say if you're on the paid version [11:17] go ahead and do this you can still do [11:19] this method even if you just do it on [11:22] the entire [11:23] model click on the breathing parameter [11:27] and go up here where it says add two key [11:30] frames it's this one with two little [11:31] dots right under the inspector [11:34] Tab and then once you're here you're [11:37] going to [11:38] slide your little red dot all the way [11:41] over to the right and then you're going [11:43] to have two little boxes you're going to [11:46] have a green box that's around the panda [11:48] and then a red box I like to grab the [11:50] red box which you'll know the difference [11:53] because your mouse will look like this [11:54] with a little four cross on the green [11:57] box and your mouse will look just with [12:00] like a two like a little line on the red [12:04] box all you're going to do is you're [12:06] going to move the panda up slightly and [12:09] I mean very very slightly make it subtle [12:11] when you've made that movement you can [12:13] test it very briefly in this window by [12:16] just moving your slider back and forth [12:19] and you can see that the panda looks to [12:21] be moving up and down now if you want to [12:23] ever test what physics or movements [12:26] you've done you go up to this menu the [12:29] upper left that says modeling click on [12:32] it and then go to the bottom that says [12:33] physics [12:34] settings now breathing is an automatic [12:37] parameter that already moves so whatever [12:39] we set to it is going to move already we [12:42] don't have to do anything fancy and here [12:44] we can see with the subtle movement that [12:46] we've done just by dragging that red box [12:48] up a little the panda looks like it has [12:50] some life into it it's already moving up [12:53] and down slightly as if it was breathing [12:56] and just like that you've rigged your [12:58] very first movement now it is time for [13:01] us to tackle the head angles so for this [13:05] we can either click right on the head [13:08] here you can find the head in the little [13:11] art Parts up here or you can find the [13:14] head in the deformer tab there are [13:16] multiple ways that we can get to the [13:18] head so once we're on the head what [13:20] we're going to do is we're going to go [13:22] to the auto button up here this is [13:23] called the automatic mesh generator [13:26] everything that we mesh is going to help [13:28] us move in this [13:30] program we'll get to this menu here and [13:33] then we'll have this preset for this [13:36] video and to help you get used to this [13:38] we're going to be using a [13:41] standard preset for almost everything go [13:45] ahead and hit standard and then hit X [13:48] this applies the standard mesh [13:49] automatically for us what we're going to [13:51] do is open our head angles folder and [13:55] we're going to create a new warp [13:57] deformer and we're going to call this [13:59] the actual [14:01] head now what we're going to do is we're [14:03] going to go to angle X and we're going [14:05] to add three key forms for breathing we [14:08] did two but for this we're going to do [14:10] three that is because the Panda's going [14:13] to be looking straight at us in the [14:14] neutral position but then we now need to [14:16] add it looking to the right and it [14:19] looking to the left okay what we're [14:21] going to do is we're going to [14:24] grab grab our little parameter here and [14:27] move it all the way over to the right [14:28] this is a mistake I made a lot when I [14:31] was first starting is I forgot to move [14:33] my parameters when I was about to do a [14:35] rigging motion so make sure it is moved [14:37] all the way over to the right then we're [14:39] going to go to the actual Panda and [14:41] we're going to hold shift and then move [14:45] the head to the right we hold shift so [14:48] that it doesn't accidentally go up or [14:50] down it keeps it on the [14:52] x-axis and then if we move this over [14:55] it'll show that just the head is moving [14:57] to the right it may look a little a [14:59] little awkward because the eyes don't [15:00] move with it the ears and the mouth [15:02] don't move with it and that's okay [15:04] because we're only moving the the actual [15:06] literal head part right [15:08] now then once we do this we have to show [15:12] that the the side of the head is moving [15:14] backward a little bit right so in order [15:16] to give this effect we're going to hold [15:19] left click and [15:21] push the [15:23] middle the bottom and the top of the [15:27] head in a bit the middle will probably [15:30] be the one that's pushed in the [15:32] most and then if you want to take a look [15:35] you get a little bit of a curvature [15:37] effect here again it's going to look a [15:40] little weird because the other parts of [15:41] the face aren't moving with it yet so [15:44] what we're going to do is instead of [15:46] manually doing the same thing for the [15:48] left we can actually tell the program to [15:51] reflect it over for us so we're going to [15:53] keep our DOT over to the right and we're [15:56] going to go down to this three line or [15:58] Hamburg menu that says show pallet menu [16:01] we click on this and then we get this [16:03] menu that says reflect motion we can [16:06] click on that it tells us what we're on [16:08] which is the actual head and we can [16:09] choose to reflect horizontally or [16:11] vertically we want to reflect [16:13] horizontally hit okay so [16:17] now without having to manually do it [16:20] which would cause a lot of issues it [16:22] probably wouldn't line up perfectly the [16:25] program is smart enough to realize hey [16:27] we can do that for you so before we go [16:30] and move everything else on the x-axis I [16:32] like to just jump right right to moving [16:35] the head on the y axis so what we're [16:38] going to do is we're going to click on [16:40] the x axis one more this little button [16:44] here that lets you input a number and [16:46] just set it to zero so it's back in the [16:48] neutral position then we're going to go [16:50] to angle Y and hit three new key [16:53] parameters again or three new key forms [16:56] my apologies then we're going to move [16:59] all the way to the right now when the [17:01] for the Y AIS moving the dot to the [17:05] right means you're looking up that'll be [17:07] when the O's looking up and then moving [17:09] it all the way to the left is when it's [17:11] looking down so for looking up all we're [17:15] going to [17:16] do is we're just going to hold shift [17:19] again and push it up a bit I also like [17:21] to grab this little dot here on the [17:24] middle and hold shift and push this up a [17:27] little bit as well [17:29] and then if we take a look I like to do [17:33] that then now for the x axis I showed [17:36] you that you could reflect horizontally [17:37] and vertically I actually don't like to [17:40] do that for the Y AIS I prefer to [17:42] manually do it so if you want to you can [17:46] hit the hamburger menu and do reflect [17:50] vertically I prefer to do it manually so [17:53] for the angle y i just scoot My Little [17:55] Dot all the way over hold shift push [17:58] push it down this time and then hold [18:01] shift again and push down the Green [18:05] Dot and now I have my little head motion [18:09] there we have one last part of the head [18:11] before we can move on to the ears and [18:13] the eyes and the mouth and get [18:15] everything moving together click on the [18:17] little numerical value on the right set [18:19] it to zero then we're going to go back [18:21] to the pallet menu here and there will [18:23] be something called synthesize Corners [18:26] go ahead and click on that make sure [18:28] parameter 1 says angle X and parameter 2 [18:31] says angle y then we hit okay what this [18:34] does is it syncs up these two parameter [18:37] so that it'll flow nicely so what we can [18:40] do is on the far left here right before [18:43] the text is we can click on it and it'll [18:46] merge the two together so if I move the [18:50] dot around in this little grid it'll [18:53] show us that the head is moving around [18:57] now if you want to get fan see some [18:59] people will get really intricate with [19:01] their head motions and their mouth and [19:04] edit it but as this is a beginner's [19:06] first rig tutorial I'm not going to get [19:08] into that we're just trying to make sure [19:10] that the head can move around now let's [19:13] do the ears so I had you put the ears in [19:18] a warp deformer first that is because [19:21] this will allow us to move both ears at [19:23] once but before you move the ears we [19:26] still want to add an art mesh to them [19:29] so what we can do is we can grab the L [19:32] ear and then we hold on to control and [19:34] grab the r ear this will allow us to [19:36] mesh both of them at the same time then [19:39] we go to up to this button that says [19:40] Auto which is our automatic mesh [19:42] generator we can go ahead and hit [19:44] standard again and then there we have it [19:47] they are already meshed and ready to go [19:50] now you could go to the warp deformer [19:52] and try to move meshes without having [19:55] them properly or try to move our part [19:58] without having the mesh I've done that [20:01] before and it it just it can get goofy [20:05] we're going to repeat a lot of the [20:07] similar processes we just did for the [20:09] head so go ahead and go to angle X and [20:12] add three key forms make sure you move [20:15] the Red Dot over to the right and once [20:18] again I'm going to hold shift grab this [20:21] little thing in the middle scoot the ear [20:24] over then I'm going to grab this Green [20:27] Dot and just tuck it in [20:30] and as for how much or how little you [20:32] want to tuck something in that's really [20:34] up to you what do you think is going to [20:37] help you achieve that turning effect and [20:41] then of course you can check it I think [20:42] I want to tuck this ear in even [20:44] [Music] [20:46] more to help with that [20:49] turning and the more pieces you start to [20:52] turn the more uh the the head turn will [20:57] come together and of course um you can [21:00] go back and adjust these as you go reset [21:03] this back to [21:04] neutral go to the angle y do the same [21:08] thing I'm just going to scoot the ear up [21:10] a [21:11] bit push it [21:13] up scoot the ear down a bit scoot it [21:18] down and then synthesize the corners by [21:21] going to that same menu hitting [21:22] synthesized Corners we still want angle [21:25] X and Y hit okay and then there you have [21:30] it the ears are now moving with the head [21:34] now maybe we want to do some eyes so we [21:38] can go and find our eyes hold down [21:41] control and grab every single eye art [21:44] piece you can do the standard mesh again [21:48] I'm going a little bit faster because as [21:50] you begin to repeat these processes [21:52] you'll start to get the hang of it a [21:54] little bit more and then I had you put [21:57] eyes in a warp deformer this is why I [21:59] like warp deformers because they make [22:02] doing these motions a lot easier so [22:04] you're not moving every individual art [22:06] piece over you're instead moving like a [22:08] group of art [22:10] pieces so for this you have the little [22:15] uh Pink part of the panda's fur to help [22:18] guide you on like where the eye should [22:21] go so you're not scooting it over too [22:24] much or too little which I hope will uh [22:28] help [22:29] you when it comes [22:32] to the Head turns and you can of course [22:36] reflect this on the eye as well and [22:39] we'll want to do the same thing for [22:41] angle [22:48] [Music] [22:54] Y and then synthesize the corners once [22:58] again [22:59] let's go ahead and do the nose [23:01] next so grab the [23:04] nose if you're on the paid version go [23:07] ahead and give it a warp deformer even [23:11] if you're on the free version try to [23:13] create as many warp deformers as you can [23:15] until you run out of space or until it [23:18] won't let you do it anymore and again [23:21] we're going to add a standard mesh to [23:24] the [23:25] nose now the nose is really the part [23:28] that's going to help us create that [23:31] movement of the face [23:34] turning so we're going to just do the [23:36] same thing we're going to scoot the nose [23:38] over however when the face turns the [23:41] nose does a lot of the Turning too so [23:44] something that we can do to [23:46] really [23:47] help show this is we can just push the [23:51] mesh over like this maybe we even move [23:54] the middle piece of the mesh [23:57] too maybe maybe not that far but you [24:01] know just to show like wow it's [24:04] moving and of course we can adjust it [24:07] more as we need to Let's reflect it for [24:13] now and then we'll do the up and the [24:16] down [24:33] synthesize them let's do the mouth now [24:37] the mouth is going to require a lot of [24:40] intricate meshing so we're actually not [24:43] going to mesh the mouth right now we're [24:44] just going to try to get it into a nice [24:48] position so for this you can just grab [24:50] the mouth warp deformer you made make [24:53] your three key form scoot it over and [24:56] then try to find a nice position for the [25:01] mouth I like to curl it up a little bit [25:03] with my mesh like [25:07] this then we'll do the angle y [25:12] version which will just be pushing up [25:14] the mouth a little bit and then pushing [25:17] down the [25:19] mouth yeah and of course synthesize the [25:23] corners once more let's go ahead and [25:26] check our work and see how well we did [25:29] or what little edits that need to be [25:32] made once again we go to modeling at the [25:33] upper left corner here physics settings [25:37] now we have her breathing that [25:38] automatically shows but in order to make [25:40] the model turn its head and whatnot we [25:42] just grab our Mouse hold down left click [25:46] and then move it [25:47] around so I see [25:50] here that the head turn that I made was [25:53] pretty subtle like yes the head turns [25:55] but it's not a very dramatic head turn [25:57] and hon hly if you want if you like this [26:01] type of head turn that's fine you don't [26:03] have to make it super dramatic you know [26:05] depending on the model some people have [26:07] like really really stunning head turns [26:09] and they're able to get a very dramatic [26:12] range and some are very subtle like this [26:15] I'm going to go ahead and keep it subtle [26:17] as head turns are a lot tougher than [26:19] they look but of course if you want to [26:22] like really tuck this ear behind and [26:24] make this ear stick out you can you can [26:26] play with it if you would like [26:28] there is one last part to the head that [26:31] I would like to do with you so we're [26:33] going to grab the head warp deformer not [26:37] the actual head that we did together but [26:39] the head and we're going to go up here [26:43] to this one that says create rotation [26:46] deformer we can go ahead and label this [26:49] head [26:51] Z it's going to create this little [26:53] symbol here go ahead and hold control [26:57] shift and drag it down just underneath [27:01] the line that's at the bottom of the [27:03] head then we can go hit angle Z of our [27:07] head angles this is a really cute and [27:10] fun movement you can do and it's really [27:12] simple once you have this setup go ahead [27:14] and select three key forms move it to [27:18] the right and then you'll have this [27:20] little like curved line that appears at [27:22] the [27:23] edge and go ahead and tilt the Panda's [27:26] head as much as you want now don't go [27:28] too far because the body is only drawn [27:31] so much to the back but feel free to [27:35] just give it like a little head tilt and [27:37] just like we have in the past you you [27:40] can go to this little pallet menu [27:43] reflect motion [27:44] horizontally and now your Panda can do [27:48] little head tilts back and forth [27:51] rotation deformers like this are really [27:54] good for the Z movement and it's [27:56] honestly a really cute movement that you [27:58] can do on humans too and it's also [28:00] really good for wings and at the very [28:03] end of the video if you feel confident [28:05] with rigging I'll show you how to do [28:07] some Wing some very simple uh Wing [28:10] rigging which is why I included them as [28:13] like a little fun extra challenge for [28:14] you so stay tuned to the end if you want [28:17] to give yourself a little challenge all [28:20] right so now you have your head [28:22] movements done we've got a z movement [28:26] we're going to work on the eyes next and [28:28] the eyes are going to be pretty [28:32] interesting and they're not going to be [28:33] super tough with the way I've drawn this [28:35] model so you can go ahead and pick [28:37] whether you want the right eye or the [28:39] left eye whichever one suits your fancy [28:43] I'm going to work on this ey which is [28:45] the model's left it's our right the [28:47] model's [28:49] left now again if you have warped [28:52] deformers to spare go ahead and put the [28:55] left eye in its own [28:57] deformer it just it helps to be [28:59] organized and you'll find as you [29:02] continue to rig that you'll find your [29:05] level of organization if you're someone [29:07] who likes to be very meticulous or [29:09] someone who is okay with being a bit [29:11] looser you'll find you'll find what [29:14] level works best for you but we'll go [29:16] ahead and put the left eye which is the [29:18] LI eye shine L eye glow and the L eye [29:21] ball in its own uh deformer for now next [29:24] what we're going to do is we're going to [29:26] grab the LI shine and the Li glow go [29:29] ahead and hold control to grab both of [29:31] these hit inspector and then we see this [29:35] clipping ID option right here go ahead [29:38] and click that it's going to pull up all [29:41] of our art layers we're going to scroll [29:45] until we see the eyes which is actually [29:46] the very first thing and we're going to [29:49] clip it to the L eye ball clipping the [29:51] LI ey shine and the LI ey glow is going [29:53] to make this next part so much easier [29:55] what you're going to do is you're going [29:56] to add two key forms to the LI open and [30:00] then you're going to keep the Red Dot to [30:02] the left you'll see this red box appear [30:05] around your eye which is what we [30:08] want and what we're going to do is we're [30:10] going to [30:11] squish it down from the front and then [30:14] we're going to squish this down from the [30:17] bottom and we're going to go ahead and [30:19] get it pretty close so that when we have [30:22] our movement it looks like the panda is [30:25] squishing its eyes shut now with human [30:28] model you're going to have eyelashes and [30:31] those eyelashes are going to help you [30:32] create that closed look but for this [30:35] little Panda I made the eyes very very [30:37] simple so you can just get an idea of [30:39] what it's like to move the top part of [30:42] the eye down and the bottom part of the [30:44] eye up so you can create a nice little [30:47] blinking motion now that we have your [30:50] eyes squished together for this blinking [30:54] motion I'm going to actually introduce [30:56] to you your first met physics and that [30:59] is going to be with the LI I glow and [31:02] the LI I shine so for this what we're [31:06] going to do is we're going to create a [31:08] parameter and we're going to call this I [31:11] jiggle X you want the minimum to be -30 [31:15] and the maximum to be -30 hit [31:19] okay we're also going to create a [31:22] parameter we're going to call this I [31:25] jiggle y same minimum and maximum [31:29] we have the LI glow for the X1 we are [31:33] squishing from left to right so you can [31:36] choose how much you want to squish it [31:39] I'm just going [31:40] [Music] [31:42] to see I made that mistake I mentioned [31:45] at the beginning of the video make sure [31:46] you add two key forms um with the L eye [31:49] glow a red box is going to [31:52] appear you can squish it as much or as [31:55] little as you want just make sure you [31:56] drag the Red Dot over to the right [31:59] before you make your movement and do the [32:02] same with the L shine if you want to [32:05] make the movement a little bit more [32:06] interesting squish one a little bit more [32:09] than the [32:10] other so I chose to squish my li glow [32:14] layer more than the LI shine layer do [32:17] the same thing with the I jiggle y [32:19] parameter you just made except now [32:23] you're going to be squishing up and [32:26] down so squishing this one up and down [32:30] and I'm going to do the same thing here [32:32] make sure you add your two key forms and [32:34] move your dot all the way over to the [32:36] right as you do [32:39] this all right so now they are moving up [32:42] and down and then you'll want to [32:45] synthesize your Corners like we've been [32:47] doing make sure it says parameter 1 is I [32:49] jiggle X and parameter 2 is I jiggle y [32:53] you'll want to synthesize them [32:58] all [33:00] right once you have done that I'm going [33:02] to show you how to set it up in the [33:07] model so when you create physics they're [33:10] not going to automatically apply so if [33:13] you want to test out your blink you can [33:15] go to the iil and [33:17] just test it out for yourself like this [33:20] by moving the slider or you can go to [33:23] this little box this says pattern a and [33:25] then scroll down and hit posing and then [33:27] there's this little play button here and [33:29] once you hit the play button it will [33:31] actually play all of the different [33:32] things you've rigged so far on your [33:34] model and then hopefully there we go [33:37] it'll do the blink and you can see how [33:39] the model's moving so far I'm going to [33:42] go ahead and hit pause I'm actually [33:44] going to reopen it so it's back in the [33:46] neutral position and what we're going to [33:48] do is you're going to see this this [33:50] whole menu it's it's dulled right now [33:54] we're going to hit add we're going to [33:56] call this I [33:58] Jiggles we're going to hit add and we [34:01] want this to jiggle whenever the I and [34:04] the IR open happens we're going to [34:07] change the effectiveness to 50 and for [34:09] this section feel free to copy [34:12] everything I do as [34:14] is then for the pendulum go ahead and [34:17] just hit add it'll add a default [34:20] setting for the output we want the [34:23] outputs to be our I jiggle X and the I [34:26] jiggle y because that's that's what we [34:28] had rigged for the [34:30] physics now in order to test this we go [34:33] to our eyes again and we just move this [34:35] parameter right right now nothing's [34:38] really happening that's because our [34:40] output and our scale is really really [34:42] low to change that we just hit the [34:45] increase output button and now we'll see [34:47] that this has changed to an output of [34:49] 100 and a scale of about 33 let's do [34:52] this again now you can [34:55] see let me really zoom in on the eye [34:59] here that the eye has a subtle jiggle [35:02] whenever you open and close it now here [35:06] once again this is the very very basic [35:08] way of doing this but this is where you [35:11] can add different levels to the pendulum [35:15] you can choose how long it lasts for how [35:17] much it shakes down here the reaction [35:19] time to get different effects you can [35:23] choose how many pendulums you want so if [35:25] we add another pendulum you can see like [35:29] the little difference there so again [35:31] this is once you have this basic set up [35:34] here you can start to play with it to [35:36] see the different [35:37] effects and and see what you can do but [35:42] congratulations you have just not only [35:45] rigged your first physic parameter but [35:47] you made your first little physics piece [35:50] now it is time to make the other eye [35:52] match now if you're on the free version [35:55] you might have to manually do everything [35:57] we just did did again however I [36:00] encourage you to try to follow along [36:01] with the steps I'm about to show you in [36:03] case the free version does let you [36:05] repeat these steps I genuinely don't [36:07] know but what I'm about to show you will [36:10] let you have the eyes match each other [36:12] perfectly without having to redo [36:14] everything again so we've been working [36:17] on this eyeball what we're going to do [36:19] is we're going to hold control and left [36:23] click the L eyeball the L eye glow L ey [36:26] shine and the left eye deformer we [36:29] created then we're going to go to the [36:31] main eyes deformer that we created [36:34] earlier what we've done is we selected [36:36] the art meshes from before and the whole [36:39] art layer that the eyes is attached to [36:42] or the deformer then we're going to hold [36:45] contrl C and contrl V to copy and paste [36:48] the I we just [36:50] did then what we can do is right [36:53] click go to the very bottom I know my [36:56] model is covering it but at the very [36:58] very bottom there's a there's a menu [37:00] that says reflect you're going to hit [37:03] reflect all right and it'll let you [37:05] choose what parameters to reflect you're [37:08] going to hit angle X and I jigle X and [37:12] then hit [37:13] okay and this is how you make your eyes [37:16] match once your eyes [37:19] match you can delete the parameters from [37:24] the r eyeball you can delete R eyeball r [37:27] i glow and R I shine that was there as [37:31] just a placeholder to make sure that you [37:32] did it right now it actually turns out I [37:35] made a mistake the ey Jiggles are [37:39] backwards so this just tells me I did an [37:42] oopsie I checked out the I checked the I [37:45] jiggle X when I shouldn't have and if [37:48] you did that same thing don't worry [37:50] because you can go back and fix it if [37:52] you hit contrl Z you can undo mistakes [37:55] that you've made but do not spam contrl [37:58] Z because you might actually undo good [38:01] work you've done so just slowly undo [38:04] contrl Z until you're back to this point [38:07] where you have to reflect the [38:08] eye hit right click again [38:12] reflect do hit angle X but don't hit [38:15] Iggle X and then you can test it again [38:18] and there we go we're on the same page [38:21] now that you know how you can fix a [38:23] mistake what we're going to do now is we [38:26] want the Cana to be able to wink at us [38:29] so before we click off of [38:31] this what we're going to do is we're [38:33] going to go to the I open and we if we [38:37] scroll all the way over to the right we [38:38] get this little menu there's a Green Dot [38:41] with a plus gray one with a minus and [38:44] then we have this little menu we're [38:45] going to go to the bottom and select [38:47] change and this will allow us to move it [38:49] to I are open which will let us [38:54] wink now we can go ahead and delete the [38:57] the r ey shine r i glow and the r [39:00] eyeball now we can clearly [39:03] see the panda is able to wink let's go [39:06] ahead and just take a look at our work [39:09] modeling physics setting we can go up to [39:12] pattern a here hit posing and then hit [39:15] the play [39:18] button right now it's just tilting its [39:21] head a bit I'm waiting for the blink and [39:23] there you go we can see the subtle bit [39:25] of the eye Jiggles which are the physics [39:27] that we we put in [39:29] congratulations you have done your eyes [39:31] and you've even figured out some IE [39:33] jiggle physics you'll probably see that [39:35] in your eye folder we didn't touch eye [39:38] Smiles or eyeball X and Y eyeball X is [39:43] when the eyeball itself is when your [39:45] eyes move left and right eyeball y [39:48] That's when they move up and down for a [39:51] model like this there's not really a [39:54] whole lot going on that can make the [39:56] eyes move that way but for a human model [39:58] you'll probably move it that way I'm [40:01] going to show you what it would look [40:02] like if you wanted to do these motions [40:05] but they're not going to be rigged on [40:07] this Panda model but essentially if you [40:09] wanted to do eyeball X or Y it's quite [40:12] literally this simple you just hold down [40:15] the shift move it to the right move it [40:18] to the [40:20] left if you want to do eyeball y you [40:22] move it up and then you move it down and [40:26] you synthesize the corner corers which [40:27] is what I've been showing you multiple [40:29] times throughout the video and there's [40:31] your eyeball X and Y let's work on our [40:33] arms shall we so typically when it comes [40:36] to the body you'll be moving stuff on a [40:38] human model like clothes and arms and [40:41] whatnot now for arms like these these [40:43] are in front of the body so instead of [40:45] showing you how to like put one arm in [40:47] front of the other I'm just going to [40:49] show you a cute little motion you can do [40:52] so we can go to our arm deformer grab [40:55] our L arm and R arm [40:57] standard mesh [41:00] it pick whichever arm you want to work [41:02] on whether it be L arm or R arm I'll do [41:05] the left and I'm going to show you to [41:08] create a rotation [41:10] deformer you don't have to name it if [41:12] you don't want to I'm not going to hold [41:14] down [41:16] control and move this keep holding down [41:19] control and this will allow you to [41:21] change the direction in which your [41:23] rotation deformer [41:26] is now now what you can do is I'll I'll [41:29] do this on body X create three key [41:34] forms move it to the right move this [41:36] slightly [41:38] up and then move this slightly [41:43] down now your arm will move slightly up [41:47] and [41:48] down now if you do not want to redo this [41:52] little tiny motion you do the same thing [41:55] I did with the eyes you you make sure [41:57] you have arms rotation highlighted hold [41:59] down control grab the larm grab the [42:02] whole warp deformer the arms are [42:05] inrl c crl v to copy paste right click [42:09] get the whole model hit [42:12] reflect hit [42:14] okay and now the arms will move slightly [42:18] once you've confirmed that everything [42:20] looks okay go ahead and delete the right [42:24] arm go to modeling physics settings [42:27] and now whenever the model looks left [42:31] and right the arms will also move up and [42:34] down I'm going to go ahead and do the [42:37] same thing with the feet because this [42:39] will just add a little extra motion to [42:40] the model and it's a simple motion you [42:42] can do too so grab the feet again give [42:46] it a not that menu give it a standard [42:50] mesh pick which foot you want to work [42:53] with I'll grab this one grab the [42:56] rotation to form armor hold control move [42:59] it where you want it to go keep holding [43:01] control to change the [43:03] direction I'm going to do it on body X [43:07] again three key forms I'm going to have [43:11] the foot go [43:13] out and then the foot go [43:18] in and then grab the feet [43:22] rotation grab the left foot grab the [43:25] whole feet warp deformer you made contrl [43:29] Ctrl V right click reflect [43:37] okay it actually looks like the panda is [43:40] now tagging its [43:41] feet go ahead and delete the right foot [43:45] that you no longer need now if we check [43:47] our work we got a little bit of body [43:50] movement now it's not a ton but this [43:53] body was drawn in a way to where you [43:54] wouldn't need a lot of body MO [43:58] movement so now let's work on the mouth [44:01] and the mouth is one of the most complex [44:05] part of a model in my opinion but when [44:08] it comes to a pet model I just wanted to [44:11] show you some of the basics that goes [44:14] into mouth riging and so that's what [44:17] we're going to focus [44:18] on so this part instead of standard [44:22] meshing which you can do if you do not [44:24] want to manually mesh it you could [44:25] standard mesh it if you want but I I [44:27] want you to not be afraid of manually [44:29] meshing where you need to so I'm going [44:31] to show you how to do that the manually [44:33] mesh it's right next to the standard [44:35] mesh it's just the one over we're going [44:38] to go ahead and click it what we're [44:40] going to do is we're going to grab the [44:41] lasso tool which is right under tool [44:44] details here grab this whole thing with [44:47] the upper lip that we're on and delete [44:50] it then we're going going to go to the [44:52] plus button right now there's not a [44:55] whole lot going on but we're going to [44:56] hit this box that says mirror edit now [45:00] there's a line here so that we only have [45:02] to create half of the little [45:04] vertices I like to start in the center [45:07] and work on the [45:09] top this is going to give us so much [45:12] more control over the [45:14] mouth you can choose how close or how [45:18] far you want to put the dots but I like [45:21] to put them decently close together for [45:23] the [45:24] mouth I also like to put put dots right [45:29] on the actual mouth [45:32] itself and then once I get a piece that [45:36] I'm happy with make sure that everything [45:38] is closed then you can hit [45:40] autoconnect and the check [45:43] mark you did a manual mesh it seems a [45:47] little crazy at first but it's actually [45:48] not too bad once you have this manual [45:52] mesh you can go and hit the last so tool [45:55] again this might not be a available on [45:57] the free version so let me know but what [46:00] you can do is you can hit contrl + C to [46:03] copy [46:04] this go to the lower lip do the lasso [46:08] tool just like last time and delete the [46:10] vertices from before and then hit contrl [46:12] + V now the vertices are exactly the [46:14] same as the one on the upper and the [46:17] lower lip just for a bit more [46:18] consistency if you were unable to do [46:21] this step I just showed you don't worry [46:23] it's not going to matter on a model like [46:25] this but I just wanted to show you that [46:27] this is very possible and it's going to [46:28] be helpful if you go into rigging [46:31] further now we have meshes like the [46:33] upper skin and the lower skin that I [46:35] want you to manually mesh as well again [46:38] you could standard mesh it if you want [46:41] but you'll have a lot more control over [46:43] it if you manually mesh it [46:46] yourself so here we are we're going to [46:49] do the same method as before with the [46:51] upper [46:53] skin go to our plus button after we [46:55] delete the four ver sees have our mirror [46:58] edit which should automatically be on [47:00] now cuz we clicked it [47:02] before I like to start at the top and I [47:05] like to have a lot of dots on the [47:08] top and then as I get closer to the [47:12] bottom I like to space them out [47:14] more and it's okay if you are away from [47:19] the actual art part that is [47:23] fine then once I get here I just slow [47:26] slly work my way [47:29] up if I get to a point on the edge I can [47:33] just go up here to the selection [47:36] tool go back to the [47:38] middle and then start working my way [47:41] back up [47:43] again this will help you have more [47:46] control over your [47:49] mesh I just want you to not be afraid to [47:53] manually mesh especially because there [47:56] are situations like the mouth where it [47:59] can be very advantageous for you to do [48:04] so once you feel like you've gotten a [48:06] decent mesh go ahead and hit autoconnect [48:09] and hit the check mark we're going to do [48:11] the same thing with the lower skin exact [48:14] same process I'll still walk you through [48:17] it sometimes hearing the repetition can [48:20] really help if you're feeling confident [48:22] feel free to skip ahead in the video a [48:23] little bit otherwise feel free [48:27] to just listen along [48:31] as I get these dots in there like see [48:35] how I did this angle a little harsh [48:37] again you can use contrl [48:39] Z to undo some of the dots and again [48:44] don't spam control Z I know it can be [48:48] very tempting to just Spam control Z to [48:52] get to a better place but I can tell you [48:55] from experience I have b control [48:58] Z way way too much and I have lost good [49:01] work because I had gotten frustrated and [49:05] just undid it this might help you it [49:09] might not but I want you to have the [49:11] confidence to be able to manually mesh [49:14] when [49:22] appropriate all right hit autoconnect [49:24] when you're done now that you have your [49:26] upper scale skin your lower skin lower [49:28] lip and upper lip meshed it is time for [49:31] me to introduce to you the deform path [49:33] edit tool what this does is it gives us [49:36] a line to work with when it comes to [49:38] things like this so for a line like this [49:41] it's squiggly I like to put a dot here [49:44] here in the [49:46] middle basically on each of the corners [49:50] the [49:51] middle and each in [49:54] between do the same for the lower [49:57] lip try to get it as close as you [50:02] can and then for the upper [50:05] skin do it to the edge of the mesh but [50:08] you're still following that little wavy [50:10] line format same with the lower skin [50:13] except for doing it to the end of the [50:17] mesh this is going to make opening the [50:20] mouth easier for us so typically in [50:23] order to get multiple mouth forms you [50:25] you have the mouth open which is what [50:28] we're going to rig here but you also [50:30] have mouth forms which allows you to get [50:31] different shapes like for example my [50:33] model throughout this entire video [50:34] you've probably seen [50:36] it change into different shapes we are [50:40] not going to be rigging any mouth forms [50:42] I just want you to see what it's like to [50:45] add art [50:46] meshes and open the mouth once to get [50:49] just one open form it'll be like a [50:52] puppet in a [50:53] way so what we're going to do is we're [50:55] going to grab the low lower lip and [50:57] we're going to change our tool to the [50:59] arrow tool go ahead and add two key [51:01] frames and move it all the way to the [51:04] right then we're going to hold down [51:05] shift and move down [51:08] this lip [51:10] line then we can use the green dots to [51:13] our advantage to [51:18] really [51:19] [Music] [51:21] curve this into a mouth shape that we [51:24] like now this is where you can add the [51:26] grid back remember how at the very [51:28] beginning I said to get rid of it well [51:30] this grid we can add back it's next to [51:33] this button that says solo right here we [51:35] can add that back to make sure that this [51:38] is as symmetrical as we can get it so [51:42] like we can make sure that this Green [51:43] Dot is on this little line [51:46] here you know just try to get it as [51:48] close as we can and [51:50] now we have this motion of the mouth [51:54] opening but that's not enough because [51:57] that all that does is open the line we [51:58] need to see the mouth inside that we [52:00] drew so now what we're going to do is [52:03] the lower skin that we meshed we're [52:05] going to go ahead and add two key frames [52:07] again make sure we're on the far right [52:09] we're going to use the arrow tool and [52:11] open that mouth up yeah that's right [52:15] we'll frame it to the lower lip we just [52:19] created and then would you look at that [52:22] there's our beautiful mouth we got the [52:25] tongue we drew and even the lower teeth [52:27] are showing a bit so [52:31] now we've got this motion I'm going to [52:34] go ahead and get rid of the grid again [52:36] so you guys can see the art a bit more [52:38] clearly but what if I what what if what [52:41] if we can make this a little bit more [52:44] interesting all right firstly the upper [52:47] teeth are a little bit too high when [52:49] this happens don't don't key it to [52:51] anything if you want the upper teeth to [52:53] show we can just push it down a little [52:55] bit and there we go now the upper teeth [52:58] will [52:59] show okay cool we solved that problem [53:03] but what if we want the lower teeth and [53:05] the oral which is the back of the mouth [53:07] to do a little bit something more [53:10] interesting [53:12] well go ahead and add it as our key [53:18] frame and now whenever the mouth opens [53:20] by just just all we did is I moved it [53:23] down a little bit that's all I did I [53:25] tucked it down it looks like when the [53:28] jaw [53:29] opens the mouth will slowly move down [53:33] with it which gives it just that little [53:35] bit of extra depth without having to go [53:37] super crazy with any any rigging [53:39] techniques I know it's been a while make [53:41] sure you've been saving let's go ahead [53:44] and go to [53:46] modeling and let's go to posing and let [53:49] it play now we have a mouth that moves [53:53] you're pretty darn close there's one [53:55] more thing I want to to show you that [53:57] you can do to really bring this model to [53:59] life there's one last raking motion I [54:01] wanted to show you to really help bring [54:04] this model together and that is bouncy [54:07] physics so once again I'm going to be [54:10] showing you the physics menu but before [54:12] that we're going to create a parameter [54:14] we're going to call this bounce X [54:16] minimum of -30 maximum of [54:18] 30 and bounce [54:21] y remember at the beginning how I said [54:24] to create a Warp deformer the entire [54:26] model this is where it's be going to [54:28] become handy again we're going to select [54:31] the entire model we're going to go to [54:33] bounce X do two key frames scoot it all [54:38] the way over to the right and we're just [54:40] going to push the model on the x-axis [54:43] together it does not have to be [54:45] symmetrical just as long as you got a [54:48] squishing [54:49] motion all right and you'll do the same [54:52] with bounce y except I personally think [54:55] bounce y better if you only squish it [54:58] from the top because this panda is also [55:01] sitting so it would be weird if the [55:03] bottom squishes up with it so I like to [55:06] just squish it from the top then go [55:08] ahead and synthesize the [55:11] corners if you want to see it in [55:15] practice we got a little motion going [55:17] here but once again when it comes to [55:20] physics we do have to apply it to the [55:22] menu so let's go to the physics setting [55:24] menu and get that applied okay we're [55:26] going to go hit add we're going to call [55:29] this [55:31] bounce we're going to add angle X and [55:34] angle y change the effectiveness to 50 [55:38] for each make sure you hit enter so the [55:40] numbers remember add a pendulum go to [55:44] our output setting the output will [55:46] always be the parameter you just worked [55:49] on so our output will be the bounce X [55:53] and the bounce y now right now nothing's [55:55] really happening because again we need [55:58] to go increase our [56:03] output and look at that he is [56:06] so so much more bouncy than before it [56:10] just adds a little extra of flow to our [56:13] little pet mascot if you want to see [56:16] that play go ahead and hit posing and [56:19] just watch him move and whenever he [56:21] makes a dramatic movement to the left [56:23] right up or down there will be a little [56:25] bit of Squish up or down that just makes [56:27] it feel a little bit more [56:30] livik uh than before if you do not like [56:33] how this motion turned out don't add it [56:36] but if you do like it you can adjust [56:39] again the intensity how much you want [56:41] him to be squished or not [56:44] congratulations you have completed your [56:46] very first rig in live GD [56:49] cism however I did mention if you wanted [56:53] a challenge that I would show you how to [56:55] rig some B bat wings so if you're here [56:58] for the challenge if you're feeling [56:59] confident feeling good let me show you [57:01] how to rig some bat wings for the bat [57:03] wings we're going to open the [57:05] breathing parameter from [57:08] before and we're going to go to either [57:11] r-wing or l-wing once again you get to [57:13] pick which one you you like better [57:16] either way we're going to add a standard [57:19] mesh to [57:20] both then I'll be working on this Wing [57:23] over here I I like to always work [57:26] towards my right the model's left that's [57:28] just how my brain works go ahead and add [57:31] a rotation [57:33] deformer hold [57:35] control scoot it over keep holding [57:38] control to change the [57:40] direction now I'm going to add three key [57:43] forms to breath which is something we've [57:46] already worked on to get the panda to [57:48] breathe up and down but when we move the [57:51] Red Dot all the way to the right we are [57:54] going to [57:57] make the wing go up and then make the [58:01] wing go [58:03] down all [58:06] right now this is a simple movement I've [58:08] already shown you how to do you could [58:10] leave it at this but what if you want to [58:13] make the Batwing a little bit more [58:15] interesting well let's create a [58:18] parameter and call this batwing move [58:23] minimum 30 maximum 30 [58:27] we're going to go to our elwing [58:30] again add three key [58:32] forms and then I'm going to introduce to [58:34] you the deform brush tool what this does [58:37] is it basically allows us to just squish [58:41] things before we were always squishing [58:43] things with a box around it but now you [58:45] can manually squish things if you so [58:49] desire so what we're going to do is with [58:52] the Batwing the new batwing uh [58:56] parameter you created when it's all the [58:58] way to the right we're going to squish [59:00] the wing outward as if the bat is [59:04] stretching out its wings and this does [59:07] not have to be [59:08] perfect you want to try to keep it as [59:11] smooth as you can but you might not be [59:14] able [59:15] [Music] [59:17] to I just wanted to show you that this [59:21] deform tool exists and you can also do [59:24] this with a deformer box it might be [59:27] easier to do with a deformer box but I [59:30] want to show you that this little path [59:32] tool exists so now it looks like the [59:34] wing is being stretched outward now [59:36] we're going to squish it inward like [59:38] they're folding the wing in now [59:40] typically you would have multiple layers [59:42] here so you can help show that the wing [59:47] is folding in on itself but this is one [59:49] layer so we're just going to pull it in [59:52] as much as we [59:54] can by squishing [59:57] [Music] [60:04] this all right so just by squishing out [60:08] squishing out squishing in once you have [60:11] this this is where it gets a little bit [60:14] interesting going to go to modeling go [60:17] to physics settings now because it we [60:20] rigged the rotation deformer on [60:22] breathing it's already got that done in [60:23] for us awesome [60:26] what we're going to do is we're going to [60:27] add a new physics menu and we're going [60:30] to call this a [60:32] Batwing we're going to hit add we're [60:35] going to add our input as [60:39] breathing we're going to have the [60:40] effectiveness be 100 add a random [60:43] pendulum so we just tell it to work and [60:46] then we hit batwing move as our in as [60:50] our output excuse [60:52] me now it's not going to work at first [60:55] cuz we need to increase our [60:59] output but you see we're still we're [61:01] still struggling it's not really showing [61:03] a lot let's add another pendulum shall [61:06] we still still not working here is where [61:10] we're really going to have to mess with [61:12] the numbers to see how we're going to be [61:15] able to get this breathe out and in [61:18] motion okay I did some of the number [61:21] crunching off camera so that I wouldn't [61:25] bore you with with some of the numbers [61:27] we now have this little circular [61:30] rotation so that it isn't just an up and [61:33] down Movement we instead get just a [61:35] little bit of extra curiosity going on [61:38] here now is this the craziest movement [61:40] out there no but it's something to add [61:44] just a little bit of extra curiosity to [61:47] your model if you would like to copy [61:50] what I have down here you are absolutely [61:53] able to do so if you'd like and you can [61:55] also tell how much it's moving by [61:58] checking your parameter here now I can [62:00] see that it's not getting all the way to [62:03] the stretch motion I have but it's [62:06] definitely getting to the squished [62:08] motion so just to give you a bit of an [62:11] idea but once you have the wing to a [62:15] rigging position that you enjoy we're [62:18] going to do the same copy technique [62:20] we've done this entire time so hold down [62:23] control grab your wing your wing [62:26] rotation and then the final Wing [62:27] parameter you've been in crl + C contrl [62:31] V right click [62:36] reflect and you shouldn't have to change [62:39] any you shouldn't have to do any extra [62:42] reflecting should automatically go with [62:44] it and then you can delete the right [62:46] wing so you will no longer need it we [62:49] can go to the physic [62:51] settings and you will see the wings are [62:54] now rigged so you've done the rigging [62:57] you've made it this far what next well [63:01] let's export [63:03] it let's go ahead and close make sure [63:06] you're saved what we're going to do is [63:08] go to modeling [63:11] texture edit texture [63:13] Atlas so if you're in the free version [63:16] the highest amount of pixels you'll be [63:18] able to export is [63:20] 248 that's fine this just means that [63:24] when you zoom in your model it'll get [63:26] pixelated the higher you export your [63:28] model one the higher the resolution will [63:32] be and the more you zoom in the better [63:34] the quality will [63:36] keep but but keep in mind better does [63:41] not you know higher pixel does not [63:42] always equal better if your PC is not [63:44] the best you may want to export at a [63:46] lower pixel amount so it does not [63:48] explode your PC I will be exporting at [63:51] 4,000 pixels cuz my PC can handle it and [63:54] it tends to hold up pretty decently well [63:56] when zoomed in if you're on the free [63:58] version again you will only be able to [64:00] do [64:02] 2,000 go ahead and hit okay and let the [64:05] texture Atlas generate once the texture [64:07] Atlas is done generating you can go [64:09] ahead and hit [64:10] file export for runtime export as moc3 [64:15] file go ahead and hit [64:17] okay I'm just going to keep the name the [64:20] same as Panda [64:22] tutorial once it's done saving uh [64:25] apologies for my mess of files go ahead [64:28] and hit rightclick new [64:32] folder I'm going to call this Panda [64:35] tutorial then you're going to grab Panda [64:38] tutorial all of the files associated [64:41] with it and put it in this new folder [64:43] you just [64:44] made then you'll go into 52d studio and [64:49] put this folder you just made into the [64:52] live 2D model folder mine is clipped [64:55] because I put so many models in there [64:58] for testing but I'll show you how to [65:00] find it real quick in vtube studio if [65:03] you ever want to find data folders you [65:07] just double click click on this gear [65:10] icon and then if [65:14] I scroll a little bit it's open data [65:18] folder right here and then you'll be [65:20] able to find the live 2D model folder [65:22] where you will put your Panda uh folder [65:25] that you just made go ahead and get vtu [65:29] Studio up if you had it up and running [65:31] before you'll have to restart it now [65:33] that you have a new model on hand go [65:36] ahead and click on change VTS model go [65:39] until you find the Panda [65:41] [Music] [65:42] one all right if you have the option to [65:45] auto set up go ahead and click Auto set [65:48] up and B [65:51] [Music] [65:56] there you have it here is the model you [66:00] just rigged if it is your first time [66:02] exporting a model to vtube Studio it's [66:04] likely going to ask you for a webcam to [66:07] set up or a phone for tracking but if [66:10] you have set up models to vtu Studio [66:12] before you may probably get the uh Auto [66:17] setup feature and here is your [66:20] Panda yippee I hope you have fun [66:24] enjoying your new mascot this is free to [66:27] use so if you would like to use it on [66:29] your streams show people the amazing [66:32] first rig you've done feel free to go [66:34] ahead and do so I hope this tutorial was [66:37] helpful I hope it gave you confidence in [66:40] rigging at least the basics and showing [66:43] you around the live 2D cubism [66:47] application if you enjoyed this tutorial [66:50] please subscribe leave a like comment [66:54] all of that good stuff this did take a [66:56] while to put together so I would really [66:58] really appreciate that and I hope you [67:01] have fun rigging and making V tubing [67:04] projects in your future bye for now [67:11] [Music] [67:25] oh [67:29] [Music]