[0:00] guys I have a tutorial for the new life [0:02] 2D meta 180° head turn Okay joking to be [0:07] honest a 45° angle is sufficient for [0:10] streaming but just in case you don't [0:11] want your model to be stuck perpetually [0:13] on this angle and you want your viewers [0:15] to go wo your model can turn to the side [0:18] then I got a tutorial for [0:20] you 180° is more of a flex than actually [0:24] being practical or if you're bigger it [0:28] could be an addition to your commission [0:29] price list obviously charge where you're [0:32] comfortable with charging but once you [0:34] master this you can easily charge over [0:36] 400 USD for this fature you know just a [0:39] starting price recommendation since it's [0:41] pretty Niche okay so for this tutorial [0:44] I'm going to expand on poooo you may [0:46] need to follow my beginner series at [0:48] least the head x white part to [0:50] understand my deformer hierarchy and I [0:53] would not classify this as a beginner [0:55] tutorial because it's kind of difficult [0:57] bro also this tutorial is my own process [1:00] I haven't watched other tutorials but if [1:02] you have better methods let me [1:04] know so first the layer preparation I [1:07] made this side profile sketch for [1:09] reference definitely recommend it if [1:11] it's your first time and I also have the [1:13] nose line and nose base that I'm going [1:15] to turn into the side nose and last I [1:18] have the entire side profile as [1:20] underfill as well as upper lip and lower [1:22] lip and their coding underfills you [1:24] could get away without this folder like [1:26] my model didn't have it but just for [1:29] consistency sake so now we can go ahead [1:31] and import the PSD onto my poooo [1:35] model and delete the background and I'm [1:38] just recoloring my sketch so that it's [1:40] more visible then adjust my imported [1:43] file to align with the [1:46] model some standard [1:48] meshing more [1:52] centering then put the layers in their [1:54] recording folders and deformers nose [1:57] line and nose base goes in nose and [1:59] previously already have a nose line so I [2:02] don't really need the new one I just [2:03] delete that also put the nose base in [2:05] nose XY then put all the under fills in [2:08] one folder and put it under the [2:17] face and the mouth side just over the [2:20] face [2:23] base okay now I'm going to expand angle [2:26] X so edit the parameter and turn the [2:30] maximum and minimum to 60 and [2:36] 60 then right click on the parameter [2:40] select to select everything attached to [2:43] the parameter then add three key points [2:45] to cover up the maximum and minimum [2:48] slide all the way to the left and we're [2:49] going to start rigging this side profile [2:52] just adjusting my reference a bit more I [2:55] forgot how you make a guide image out of [2:57] a layer instead of reimporting the whole [2:59] PS [3:00] so I'm just locking it and I start [3:02] deforming on my head XY this is the most [3:06] trust the process thing I have to do in [3:08] my whole rigging career and also because [3:10] my nose XY is not inside of head XY so I [3:13] have to individually deform that so I [3:16] realized my nose mask is popping out but [3:18] that didn't need to be seen so I lowered [3:21] the opacity to zero and after adding key [3:24] points and deforming my nose base I [3:27] realized that my nose mask is only [3:29] invisible at that one key point so I [3:32] went into multiple Keys editing and [3:35] lowered the opacity in there so that it [3:37] applies to all my key forms so as you [3:40] can see there are a lot of things you [3:42] have to fix to hide the face line I just [3:45] inverse clipped it to my side [3:54] mouth so I tried to do most of the [3:56] rigging on head XY just because after [3:59] four corner synthesizing I can do all [4:01] the four corner adjustments on head XY [4:04] and keeping it minimal on all the other [4:06] deformers okay and I finally had enough [4:08] of him staring to my soul so I'm just [4:10] going to deform eyes XY and also [4:14] eyebrows [4:15] XY so basically anything that was [4:18] attached to angle XY beforehand I can [4:21] just directly deform at the side profile [4:26] too and that includes my Iris XY [4:31] so continue adjusting anything that you [4:33] think needs [4:36] adjustments for the mouth side I created [4:39] a deformer and I put that in head XY and [4:43] I gave it key points but I soon realized [4:45] that it's doing this really weird effect [4:47] when it's in head XY when you're [4:49] adjusting things inside of head XY the [4:52] things that are close to the squished [4:54] border basically um they're going to do [4:56] this weird effect where they're going to [4:58] stretch and then come back [5:00] and that's because the children of the [5:01] squished parent deformer is moving and [5:04] it's like following that squished [5:06] movement that the parent deformer had so [5:08] for the mouth side I just drag it [5:10] outside of head XY and it's good but for [5:13] the minor stuff like the hair we can [5:14] leave it inside of head X Y because when [5:17] we synthesize Corners we'll need to put [5:19] everything back in head X Y again and [5:21] then synthesize and only afterwards we [5:24] can drag it outside so it fixes the [5:27] weird warping motion so all this to say [5:30] as long as a child object is attached to [5:33] the same parameters as its parents it [5:35] doesn't matter if it's inside the parent [5:37] anymore okay and just continue rigging [5:40] until your model matches your reference [5:43] picture and to fix you know the hair [5:46] overlapping your nose I'm basically just [5:49] putting an invert mask of my side nose [5:51] onto my hair also put the underfill as a [5:54] mask [5:56] too this solution is good for short hair [5:59] but if it's longer hair you might want [6:01] to play with the draw order like in this [6:04] example later on I'm going to use this [6:06] piece of hair to cover up that Gap but [6:10] first I have to separate my left hair to [6:12] right hair so I just copied it and [6:14] erased half for one and then erase the [6:17] other half for the [6:21] other and when I turn to the right I'm [6:24] going to lower the draw order just by [6:26] one if you have other hair that's on the [6:28] back that's over lapping you can lower [6:30] those by two now I'm going to choose a [6:34] portion of the hair when it's still [6:36] pretty thick shift control C and then [6:39] shift control V at the side profile so [6:43] that it stays thick and covers up [6:45] whatever I need to cover and just you [6:47] know fix all the minor things you need [6:49] to fix attention to detail you know side [6:52] profile is not a hard concept to do but [6:56] there's just so much fixing in all the [6:58] details that it's pretty time consuming [7:01] I would say okay so back to when we only [7:04] had one side profile we are going to [7:07] horizontally flip it once you're done so [7:10] right click on angle X select everything [7:12] uh deselect the ones that are not [7:16] symmetrical like pupil XY but it's okay [7:19] if you miss them because we can always [7:20] fix it later so horizontally reflect I [7:24] definitely missed the [7:25] ears so to fix the weird reflected stuff [7:29] you can go to x at 30 shift control C [7:33] then go back to 60 and shift control [7:42] V and as for this side mouth you can [7:45] just flip it yourself or I reflected it [7:49] control shift C undo and then control [7:52] shift [7:58] V e [8:49] and when you are done with your two side [8:52] profiles it is now time to synthesize [8:55] Corners so right click on angle X again [8:57] select everything synthesize [9:00] corners and um it's going to look [9:02] something like this okay my nose is [9:04] having some problems but it's okay don't [9:07] worry about that for now actually I [9:09] recommend making the nose invisible and [9:11] we're going to come back to those later [9:13] and we are now going to adjust the Four [9:17] Corners the scariest part so I kind of [9:20] came up with this trick so make a new [9:23] parameter call it Corners check blend [9:25] shape on head XY add three key points go [9:29] to angle X at -30 and angle Y at 30 [9:32] control shift C and then go to Corners [9:35] at 30 control shift V so because blend [9:38] shapes will register movements [9:40] regardless of other parameter key points [9:42] as long as I register this tilting [9:44] motion I can go to the side profile and [9:47] apply that tilting motion here okay but [9:49] we're going to do the same for angle Y [9:51] at -30 so shift copy it and paste it on [9:55] Corners at -30 so it's going to look a [9:57] bit something like this obviously the [9:59] nose is messed up but it's okay we're [10:01] going to fix the nose later so I just [10:03] made the nose visible and now I'm going [10:04] to use the blend shape to like choose a [10:07] point in the model where I feel like it [10:09] fits the tilting at the side profile crl [10:12] shift C and go back to angle X at -60 Y [10:16] at 30 Corners at zero and control shift [10:19] v um play around with the head to see if [10:22] the motion is smooth um and I feel like [10:25] I could use a bit more tilting so I just [10:28] used my Corner blend shape again and [10:31] then shift copy paste it so the same [10:34] thing with angle Y at -30 um this time [10:37] the corners is at -30 and I choose a [10:40] point and shift copy paste [10:44] it so now the general tilting motion is [10:48] done I'm going to start manually [10:50] adjusting things but you're going to [10:52] notice that life 2D does not like your [10:54] deformers overlapping and when you use [10:56] the green dots it's going to have this [10:58] weird bug so we cannot use the green [11:00] dots now we're going to use deform [11:03] brush okay but before this folded face [11:07] Shadow is bugging me very much and [11:09] that's because of how head XY is just [11:12] folding upon itself so I'm going to fix [11:14] this by selecting the folding part find [11:18] a spot where it's not folding upon [11:20] itself control shift C and control shift [11:24] V so do the same for the upward tilting [11:28] I find that the hair is [11:30] folding too much upon itself over here [11:34] so I just select it a part of the face [11:37] and shift copy paste it you can probably [11:40] tell by now that this is my favorite [11:42] function to use in live 2D and the free [11:44] version does not have this function so [11:46] make use of the free trial please and [11:50] now I finally remember to check how the [11:52] mouth open looks at the side profile and [11:54] I realized that there's this bug thingy [11:58] and it's because of of the lower lip [12:00] folding upon itself you really need to [12:03] find the root of these problems and for [12:06] me I think it's because these dots are [12:09] too close when the mouth opens so I just [12:11] need to move it lower [12:31] okay now I'm going to make my nose and [12:33] mouth side visible um they look [12:35] atrocious um because they're inside of [12:38] head XY and following head xy's [12:40] spherical motion which does not fit the [12:43] nose so we're going to drag that outside [12:45] and resynthesize corners only for the [12:48] nose and here I realized I haven't added [12:50] all the parameters from outside so I'm [12:52] going to go ahead and add angle y so [12:55] that it will inherit the angle y from [12:57] nose XY [12:59] and so now I can drag it [13:01] outside so at this point this is my [13:04] hierarchy now I can start manually [13:07] adjusting the nose along with the face [13:10] you know everything else later [13:16] on I'm going to skip ahead a little bit [13:18] to adjust the mouth the way I have it [13:21] set up it's pretty straightforward just [13:24] attach two key frames to mouth open on [13:27] the lower lip and its underfill and just [13:29] drag it down when the mouth [13:33] opens and my epis also had some movement [13:36] so I just mve that [13:38] too and I forgot to do this here but you [13:41] should also probably deform the inner [13:44] mouth XY bit [13:47] more if you have V Bridger you have to [13:50] consider the V Bridger parameters too a [13:53] mouth X mouth shrug cheek puff and jaw [13:56] open probably need the nose and the side [13:59] mouth to also be attached to it and do [14:01] some [14:17] movements now we need to adjust the hair [14:20] at the Four Corners you're going to [14:22] notice a bit difficulty when you're [14:24] trying to adjust the hair while it's [14:25] still inside of head XY and we only [14:28] needed it inside of head XY to synthesiz [14:30] Corners now that's done we can drag it [14:32] outside of head [14:36] XY and just continue deforming with the [14:39] brush [15:03] so when I'm riging the ears I also drag [15:06] that outside of head [15:18] XY so we're almost done at this point [15:21] you're going to notice that the emotes [15:23] are not working well with the side [15:24] profile so what I do is that I make a [15:28] deformer on top the [15:30] emotes and let's pretend there are other [15:32] emotes inside this deformer like scared [15:34] and stuff so I'm going to attach it to [15:37] all my X and Y key points drag that [15:40] outside of head XY shift copy paste a [15:43] point where it's not folding as much [15:46] like it's going to come off the face a [15:47] little bit but it's okay in my opinion [15:51] it's just a minor little thing it's [15:53] better than it folding upon itself yeah [15:55] so I reflect the motion and I drag the [15:58] Emos for back in head XY to synthesized [16:01] corners only for the emotes do not ever [16:03] touch the head XY synthesized Corners [16:05] ever again and when that's done I can [16:08] drag my emotes outside of head [16:13] XY so another thing I found out while [16:16] testing is that my ears will go through [16:18] the face um because it's layered in [16:20] front of the face so I'm going to move [16:22] it to the back of the face um but I also [16:26] want it in front of that layer of hair [16:28] so I'm just just going to inverse clip [16:30] my ears to that [16:33] hair but then his balding head is string [16:36] through so I just indented his skull [16:40] yeah that's a fix so one last little [16:43] detail fixing you can do is you can add [16:46] a key point to somewhere really close to [16:49] - 60 like 50 because I find that while [16:53] tracking your face rests at around this [16:56] key Point fairly often so you will want [16:58] it to look perfect like make the cheeks [17:00] puffier and pay more attention to the [17:02] nose but do remember that each key point [17:05] you add on angle X um there's two more [17:08] on angle y you have to rig so let's say [17:11] you are finally ready to export while [17:14] put all the textures in the textures [17:16] Atlas you would want to invert the angle [17:19] Y and angle Zed at side profile because [17:23] you'll notice when you nod there that's [17:25] still tracking angle y but angle y side [17:27] profile is tilting instead of doing it [17:29] in live 2D I have been told a much [17:32] easier way which is to do it with v [17:34] Bridger functions I followed the amazing [17:37] hamster crumbs functions and it saves my [17:39] Life Link in the description just if you [17:42] want more accurate side profile tracking [17:44] but honestly if you don't want to pay [17:46] for custom V Bridger you can get away [17:48] without this and finally the last thing [17:51] to do is to adjust the range of face [17:55] Left Right rotation which is angle X and [17:58] also B body X and you are done [18:02] congratulations okay actually you're [18:04] probably going to find more bugs when [18:05] you're testing uh and you're going to go [18:07] back to Lefty and fix it like I probably [18:11] forgot things too and it's not super [18:13] polished like some hair is kind of bad [18:15] looking but it's okay good luck guys