---
title: 'Advanced Body Angles | Live2D Tutorial'
source: 'https://youtube.com/watch?v=I-GTExhIRjQ'
video_id: 'I-GTExhIRjQ'
date: 2026-06-15
duration_sec: 0
---

# Advanced Body Angles | Live2D Tutorial

> Source: [Advanced Body Angles | Live2D Tutorial](https://youtube.com/watch?v=I-GTExhIRjQ)

## Summary

This tutorial covers advanced body angles in Live2D, including torso X, Y, Z, hips X, Z, and position X, Y, Z. The creator demonstrates how to set up deformers, bind them to physics, and adjust movements for realistic animation.

### Key Points

- **Introduction to Advanced Body Angles** [00:00] — Covers torso X, Y, Z, hips X, Z, position X, Y, Z. Input parameters: body X, Y, Z, position X, Y, Z. Output parameters: torso X, Y, Z, hips X, Z, lean X, Y, Z. Torso and hips range -30 to 30, leans -10 to 10.
- **Torso X Setup** [01:19] — Create deformer for torso angle, bind to torso X. Use physics input. Map torso X to lean Z for a plane of rotation. Adjust strength to 5. Select bust layers, fix arms, anchor below hips.
- **Torso Y Setup** [06:06] — New deformer for torso Y. When looking up, shoulders drop and chest rises. When looking down, shoulders raise and chest drops. Mimics real body movement.
- **Torso Z Setup** [07:29] — Lean left and right. Select everything above skirt, bind to torso Z. Use brush tool to rotate. Anchor bottom to prevent deformation.
- **Physics Settings for Torso** [09:17] — Add body X input (angle, -60 to 60, 100% effective) with torso X output. Duplicate for torso Y (body Y input) and torso Z (body Z input). Adjust reaction speed (0.4) and convergence (1.5).
- **Hips X Setup** [11:48] — Create deformer for hips. Rotate hips and swing legs. Bind legs to hips. One leg swings out, the other bends in. Reflect motion.
- **Hips Z Setup** [15:39] — More dramatic hip swing. Swing up and down. Anchor top. Legs adjust: tippy toes on raised side, bend knee on lowered side. Synthesize corners.
- **Physics for Hips** [17:30] — Add hips X input (body X, angle, -60 to 60) with hips X output. Duplicate for hips Z (body Z input).
- **Position X (Lean Left/Right)** [19:23] — Take entire body, bind to position. Use temporary deformer and distort to drag body left/right. Anchor feet to prevent floating.
- **Lean Y (Bounce)** [20:53] — Grab torso Z deformer, put on lean Y. Drag body up and down. Create separate deformers for legs to follow.
- **Lean Z (Lean In/Out)** [22:08] — Subtle lean forward/backward. Adjust torso leaning. Anchor hips. Add head size deformer (bigger when leaning in, smaller when leaning back). Adjust arms with perspective.
- **Physics for Leans** [25:46] — Add lean X input (position X, angle, -30 to 30) with lean X output. Duplicate for lean Y (position Y) and lean Z (position Z). Adjust output values.

### Conclusion

The tutorial demonstrates how to create realistic body movements in Live2D by setting up deformers for torso, hips, and leans, and binding them to physics parameters. The final result is a full range of motion with subtle, natural-looking animations.

## Transcript

Today we are going to be working on
advanced body angles. So we have done
the beginner tutorial for body angles in
which we covered the simplified forms
and in this one we are going to be
covering all of the forms all of the
advanced stuff. So these are the body
forms that we are going to be covering
today. Uh, we have torso X, torso Y,
torso Z, hips X, hips Z, position X,
position Y, and position Z. It's a lot
of forms, but we are going to try to get
through this relatively quickly. So, the
first thing you will need
is all of these parameters.
So what we're looking at is uh the input
parameters which is body X, body Y, body
Z, position X, position Y, and position
Z. And as for the output parameters that
we want is torso X, torso Y, torso Z,
hips X, hip Z, lean X, lean Y, and lean
Z. Torso and hips are minus30 to 30,
while the leans are -10 to 10.
Okay, first we want to start with the
torso, which is relatively easy to do.
Uh, so I already made a
deformer torso angle. So in it is just
the standard torso without anything
else. So what we're going to do is we're
going to bind this to torso X. And on
the input, you do not want to bind
anything on the input because we're
going to be using that as physics input.
All of the angles we're going to do is
going to be bound to physics. Okay. So,
we are going to do the same trick as we
did in the uh basics tutorial. So, I'm
going to speed through this. And for the
mapping,
uh we want torso X.
And uh for the Y direction, I'm going to
go lean Z. And this is going to make
sense. So we want to add the torso angle
to the
object. And I am going to change this
to yes
10° by 10°. We are going to update the
key forms. So what that
does is it gives us a plane of rotation
and this is going to be a base to start
working
from. Now this is a little bit strong.
So we are going to change that to maybe
five. Going to update that. Yeah, that's
better. Okay. And this is going to be
the lean forward and lean backwards. So,
we've got a good base to work from now.
And we are going to ignore the lean Z
and just focus on the torso X right
now. So, what we're going to do is we're
going to select uh the layers that are
sticking out from the body, which would
be the bust in this case. Right.
So, let's get that. I'm going to I'm
going to try to speed through it.
[Music]
[Music]
Okay. Reflect motion. See how that
looks. And as you can probably see, I
have glued
down the shoulders. We're going to be
fixing
that. Okay.
So arm
left, not arm right. And the reason for
that is that it's her
left. So this is arm right because it's
her right. So we're going to fix the
arms. So when she moves this way, we
want
to move it
up. Now I need to fix the glue on that.
Um but just bear with me. And then when
she moves this way, we're going to
rotate in a little bit
and down.
And that's how the arm kind of moves
with the rotation there. And we got to
do something about that glue because
it's a little bit
harsh. And it's only connected here. Um
I'm not connecting that all the
way. And this is essentially
uh torso X. And what we want to
do now is um and this this step is
actually important. Uh I've I've been
messing around, but this step is
actually
important. We're going to select the
bottom of the model. Um control shift C,
control shift V.
And that way, anything below the hips
does not move. We do not want movement
below the hips because we're just
working on
torso. Okay. Now, torso Y is going to be
incredibly simple. So, we're going to
make a new deformer for this. And we're
going to put this on torso Y.
And when she looks
up, so I actually want the arms in
there. Okay. So when she looks up, we
want the
shoulders to
drop and the chest to
rise. And this is just torso Y. We're
going to go with the big Y movements on
position Y.
This is just the torso. Then when she
looks down, we raise the
shoulders and we drop the chest. Going
to make sure the the ribbon stays kind
of in the same place. Uh we do not want
too much ribbon movement here. And this
is looking up and down. This is what her
chest is doing. Her chest and
shoulders. And if you do this in real
life, um, or you have someone else do it
while you observe, you will see that
this is pretty accurate. It's an
exaggerated version of it, but this is
pretty accurate to what your body does
when you look up and down. So that's why
we're on torso Y here. Okay. Now,
speeding through torso Z. So, what we're
going to be doing for torso Z is she's
going to lean left and right. It's that
simple. So, we are
taking
everything above the
skirt and we're going to say this is
uh torso Z. Now that we have our
deformer, we're going to bind it to
torso Z. And then what I like to do
personally
is I like to
select the top of that with the brush
tool. Uh shortcut is B by the way. And
then we
rotate. Make sure that's positioned
properly. And this is the easiest way to
do
this. I don't know if I can reflect
motion on this. I can get
crates. Okay. And now what I want to do
is I want to select the bottom cuz I saw
it deform a little bit too far down. So
we're going to
copy and paste. Uh control shift C and
control shift
V. Okay. Now I'm going to take the arms
and just kind of adjust those a little
bit. And that is looking
good. Now before we get into
hips, I'm going to save this. Uh very
important, save every 5
minutes. And then we're going to go into
physics settings.
And she already has all of the head
movement, but none of the body movement.
So, we're gonna say torso
X. And I have a preset for this kind of
kind of it's kind of a preset. Uh, body
physics, but I want reaction
speed to be uh
0.4. Convergence
uh I'm going to say 1.5. Okay.
So we want to add body X and this is
going to be
angle 100% effective and I want to make
this
minus60 to
60. Okay. Then for the output settings
we want to add torso X.
So, we're going to swing this around,
get the maximum output, and then
increase
it and then lower
it because that's how we
do. And as you can see, has a little bit
of
a delayed bounce back on it. Now we got
the torso X
in. And we're going to duplicate that.
And we're going to say torso Y. Input
settings is going to be body Y. Output
settings is going to be torso Y.
And you can see it's
um moving the chest and shoulders on the
Y position and not doing much else at
the moment. But that's okay because we
have a lot more parameters to go. So
we're going to say torso Z. Um and then
this is going to be body
Z and that's going to be torso
Z. And now you can leave it like this.
But what I like to do is I like to
reflect
it. So this is what this is doing. And
now we
have the torso
movements. Okay. Now what we're going to
be moving on to is
hips. What we're going to be doing for
the hips is I kind of want the torso in
it. So, you know
what? We're getting the entire
body. I can't do that, can I? I can't
can't do this. Let me um figure out what
I'm doing
here. This skirt is throwing me for a
loop. It's a very pretty skirt, but it
is throwing me for a loop here. So, what
I don't want in this is the arms. If I
throw this in torso Z, how does that
look? Not great. Not great, but we can
fix it. We can fix her. This is fine.
This is
fine. You know what? This is fine. Okay,
we're going to keep the skirt here
because I want to select the torso with
this as well. So, we're going to say
this is
hips. Great. So, now what we're going to
do for the hips
X is we want to rotate. We are rotating
hips. Okay, cool. So, um I like that
rotation. So, what we're going to do
now, bear with me. So, we're going to
throw this over here. Why are the arms
in there? Hold hold
[Music]
hold. Why are the arms in there? We
don't want the arms in there. Let's try
this.
That certainly is
better. Okay, so we want the hips to
swing
out. Rotate and swing. Maybe I'll swing
to the other side, actually. So, what if
I swing this to the other side, but
still have it rotated to this
side? I actually kind of like that. I
have to fix the top, obviously, but
okay. You know what? Kind of like that.
Kind of like that. I definitely know
what I'm doing, by the way. All right.
And then we're gonna reflect motion on
that. So, now we're going to grab the
legs. And we want to grab one leg at a
time. We want to bind those to the
hips. And that goes out as we swing this
way. And when we swing the other
way, we go
in. I don't think we need to go down,
though.
So, we swing out and
in. We want to make sure that is
smooth all the way. The toes do not
move.
toe movement. Not good. Now, we take the
other leg. And for the other leg, we
want to uh give it a little bit more of
a subtle movement. So, we're going
to bend this
in. And when we go to the
sides, we bend it
out. There we go.
And this is how the hips swing on the
X. Now we want the hips swing on the
Z. And this is going to be a little bit
more
dramatic. I do like dramatic hip
swings. So what we're going to
do is this.
We're swinging
up.
However, we want to make sure
that the top does not move. So,
um, control shift C, control shift V.
And then we reflect motion on that.
And then we uh controll 4 which is
synthesize corners. We're going to do
that. Now we want the legs as
well. So when the hips swing this way
because the hip is raised to one side,
she's probably going to go on her tippy
toes on that side to get the leg up.
Right? So that's what we're going to do.
[Music]
And now when she goes down, because the
hip is all the way down, she would
probably bend the knee a little bit
[Music]
here. And now we do the same on this
leg. Okay. So we want to select both
legs and then again Ctrl 4 to synthesize
corners. So, now that we have the
corners, as you can see, the hips are
doing their thing without the upper body
moving at all. So, we're going to save
again. And before we go into the
lean, we're going to go into physics
settings and we are going to add hips X.
I don't think I have a hip swing here,
do I? I do not. I do not have a hip
swing. I'm going to have to do that uh
manually unless it's body custom.
It that might be it. Hold
up. It's not going to be that though.
Okay. So, what we're going to do is
we're going to add input. We're going to
say this is body
X 100.
I don't know if I want to put this on
angle. I think I'm going to put this on
angle. Okay. So, we're going to do this
- 60 to 60. And then we're going to be
adding oop uh hips
x. You can see it moving a little bit,
but we want to uh really get the output
going.
What if I reflect
this? Okay, you know what? I think the
reflected version is actually better.
Okay. So now we're going to say uh
duplicate hips Z and we are going to say
uh body Z and the
outputs hips C. There we go. Now these
are some basic
angles. And now we are going to move on
to
position. And position is fun. Position
is fun to work on. For
this we want to take the entire
body and we are going to
say position and this is going to be the
left and right lean if that makes sense.
We we are leaning left and right.
with our entire body, not just our
torso. So, what we're going to do is
we're going to bind that and then do
this little trick in modeling
uh temporary deformer and then
distort and we're going to drag her
over and then reflect motion on that.
Now, you could leave it here if you so
desire. Personally, I want to anchor the
feet cuz I do not like floating feets.
Okay, you could leave it here. However,
you could also make this into a step. I
have a step toggle tutorial somewhere on
my channel. Um, and if this makes it
into a tutorial video, I will probably
link that right here. I am not going to
put a step
in. That is not something that I'm going
to do right now, but you know, if you if
you want this step, it would have to be
on lean X for it to look good. Now, a
lean Y is basically just her body going
up and down. That's it. That's what lean
Y does. Lean Y is the bounce. So, we are
going to grab uh the torso Z and we're
going to put that on uh lean Y.
And now we drag her
up. And then on the minus 10 we drag her
down. And that's what that does. And now
we want to have the
legs. We want to
make new deformers for
that.
Uh lean
leg left.
We're going to make one for this one as
well, which is going to be lean leg
[Music]
[Music]
right. And that is how lean Y works.
Very simple, very bouncy. Now the last
one, lean Z. And this is uh the famous
lean in and out. Now, I like to keep it
subtle personally. I know a lot of
people like to go for like the crazy
leans, but we're keeping it subtle.
We're keeping it classy. I think if you
want a crazy lean, you got to make it a
toggle. Um for the subtle leans, you can
make it in tracking. Okay. So, we
already have the torso leaning in and
out.
However, me select
that. We want to adjust this a little
bit because when we lean out, it goes
too far down. So, we want
to push that
up. And
then we push this down.
[Music]
And this is the lean forwards. And
that's the lean backwards. And you can
already kind of see that take shape.
What we don't want is for the bottom to
move. Hips
uh need to stay where they
are. So, we're going to anchor that.
I need to
uh get the head
involved. So let's say head lean uh 21x
[Music]
21. Okay. So
below the rotation deformer on the head,
we want to make another deformer and
call it head
size. And this is very straightforward
on what it does. When
we lean in, we want the head to be
bigger.
And if your character has long hair, you
are going to need to adjust the hair,
just so you
know. And when she leans back, the head
will be smaller. That might be a little
bit of an exaggeration. Nope, it's
actually
good. Now, we want uh the arms.
and we drag those
down. However, we're going to um
temporary deformer and then we're going
to go
perspective. We're going to increase the
width of
that when she leans
in. And then when she leans
back, going to do
perspective. We're going to make the
shoulders a little bit smaller.
Okay. And this is the lean.
[Music]
Now, let's see how this looks in
physics. If you're not sure about a
movement, the best thing to do is just
put it in those physics, see how it
moves, and then decide if you need to
change something. Okay, let's start
putting in the leans. So, let's start
with lean X and put this on
angle. I don't think
uh I have the cursor tracking active for
that. I do
not. Okay. So, we want to take input
position X. And this is one that you
have to add manually. Uh we covered that
in the beginning.
So, we want to add a position X on angle
at
100%. And I want to do this minus 30 to
30 on the angle. And for output
settings we
are too far down. Lean
X. We want to swing this around, get the
maximum output, and then
increase. Let's say
15. And this is how that
looks. We won't see this very often
because it takes a lot for the tracking
to register one way or the other. That
is the lean X. And I'm actually going to
take that off of the cursor
tracking because you rarely ever see
that when you're actually tracking.
Okay. But we duplicate that and we say
lean
Y and we change this to position Y. And
the output we change
to lean
Y. And there's the
bounce. And we duplicate that. And we
say lean
Z. And we say this is position
Z and lean
Z. And as you can see we are uh doing a
subtle lean here.
And this is the full range of motion
here. I I spot a
mistake here. Right here. Here's the
mistake.
Okay. Interesting.
Interesting. It's probably the torso Z.
It's probably the torso
Z. Try that. Try to synthesize those
corners. Yes, it
was. Takes a little bit of experience to
know exactly where you messed
up, but I I spotted that. And this is
the full range of motion.
