---
title: 'Learn Your First Live2D Rig! Step By Step Tutorial'
source: 'https://youtube.com/watch?v=6eSqYCVKSNQ'
video_id: '6eSqYCVKSNQ'
date: 2026-06-28
duration_sec: 0
---

# Learn Your First Live2D Rig! Step By Step Tutorial

> Source: [Learn Your First Live2D Rig! Step By Step Tutorial](https://youtube.com/watch?v=6eSqYCVKSNQ)

## Summary

This is a step-by-step tutorial for beginners on how to create a basic Live2D rig using a free pink panda model. The video covers everything from setting up the program to organizing the model, rigging head movements, eyes, mouth, body parts, and adding physics, culminating in exporting the model for use in VTubing software. The tutorial is designed to be accessible, with the model available for free in the description, and it guides the viewer through each process clearly.

### Key Points

- **Introduction and Setup** [0:00] — Welcome to the tutorial. A free pink panda model is provided for download to learn Live2D rigging step by step in Live2D Cubism.
- **Model Organization** [0:35] — First, open the PSD file in Live2D Cubism. Then, organize the model by creating a warp deformer for the entire model, then separate warp deformers for the head, body, eyes, mouth, ears, feet, arms, and wings.
- **Setting Blend Modes** [5:40] — For glow layers, change the blend mode from normal to additive. This is found in the inspector under the blend mode option.
- **Parameter Organization** [8:08] — Create folders in the parameters box to organize angle X, Y, Z, eye-related parameters, mouth form/open, body movements, and breathing for easier navigation.
- **First Rigging - Breathing** [10:50] — Select the entire model warp deformer, add two keyframes on the breathing parameter, and slightly move the model up and down to create a subtle breathing motion.
- **Head Rigging - Angle X and Y** [14:05] — For angle X, add three keyframes, move the parameter to the right, then shift-drag the head to the right and push in the middle part. Use reflect motion for the left. For angle Y, do similar but manually for up and down. Then synthesize corners.
- **Rotation Deformer for Head Z** [26:50] — Create a rotation deformer for the head, label it 'Head Z', place it under the chin, add three keyframes on angle Z, tilt the head, and reflect for the other side.
- **Eye Blink and Physics** [29:50] — For each eye, create a warp deformer, standard mesh, clip the shine/glow to the eyeball, add two keyframes on the 'I open' parameter, and squish the eye closed. Set up 'I jiggle X' and 'I jiggle Y' parameters with physics to make the eyes jiggle when blinking.
- **Body Parts - Arms and Feet** [40:55] — Mesh arms and feet, then add rotation deformers and keyframes on body X parameter to make them move slightly. Use copy-paste-reflect to mirror the motion.
- **Mouth Rigging** [44:20] — Manually mesh the mouth parts (upper/lower lip, skin). Use the deform path edit tool to create a path. Add two keyframes on 'mouth open', then move the lower lip down and adjust the lower skin to reveal the mouth interior.
- **Bounce Physics** [54:18] — Create 'Bounce X' and 'Bounce Y' parameters. Squish the entire model on the X and Y axes, then add physics with angle X/Y inputs to give the model a bouncy feel.
- **Bat Wings (Optional Challenge)** [57:22] — Mesh wings, add a rotation deformer on breathing, create a 'batwing move' parameter, stretch and squish the wing using the deform brush tool, then add physics with custom pendulum settings for a flapping motion.
- **Exporting the Model** [63:08] — Go to Modeling > Texture Atlas to generate textures, then File > Export for Runtime as .moc3. Create a folder, place the exported files in it, and move it to the Live2D model folder in VTube Studio.
- **Testing in VTube Studio** [65:42] — Open VTube Studio, change model to the new Panda, use auto setup if available, and the model is ready to use.

### Conclusion

By following this tutorial, you have learned the fundamental steps of Live2D rigging, from organization to exporting, and created your first animated model. This foundational knowledge will empower you to tackle more complex rigging projects in the future.

## Transcript

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