[0:00] How to take your VTuber model from [0:01] looking like this [0:04] to looking like this without even [0:06] changing any of the rigging. Hey, hey, [0:08] I'm Ray. I'm an award-winning VTuber [0:10] artist and I'm going to teach you how to [0:11] get the most out of your model using V [0:14] Studio. Let's get started. [0:19] All right, so I went ahead and opened up [0:21] V Studio and went to the model tab, [0:24] which is a little person. We're starting [0:26] with the original Accari model which [0:28] comes free with Vip Studio. I'm just [0:30] going ahead and testing out the model [0:31] here. I'm tracking using my phone. So, [0:34] obviously tracking will look a little [0:35] bit different depending on what you're [0:36] using. I go ahead and make an item [0:39] version of Aari. The reason that I'm [0:41] doing this is because that way the item [0:43] doesn't actually take our updated [0:45] rigging, so we can see the updates as we [0:47] go. So, I thought that that'd be useful [0:50] for seeing the differences as we're [0:52] making them. I'm going to go ahead and [0:54] also quickly scroll through all of the [0:55] settings tabs in YouTube Studio so you [0:57] can get a feel for what's in there. I [0:59] have a few plugins. I have the Live 2D [1:02] plugin, the Twitch stuff, um, and things [1:04] like that set up. Most of that is just [1:07] pretty basic. We have the camera [1:09] settings. So, if you're using webcam, [1:10] this is where you will adjust all your [1:12] settings for that. There's also blink [1:14] sensitivity, [1:15] filters, and the screen effect, which is [1:18] how some YouTubers will do their like [1:20] model lighting up based on what's on [1:22] your screen. But the thing that we're [1:24] going to be mostly messing with today is [1:25] actually our model settings, which is [1:27] the little person gear. There's physics [1:29] settings, which you can adjust to adjust [1:32] how reactive your physics are. 50 is the [1:35] default. That's going to be what your [1:37] model is actually rigged for, and 100 is [1:39] going to be very crazy. But if you don't [1:41] like your physics, you can always, you [1:43] know, tone them down or turn them up. [1:45] Uh, generally, I'd suggest, you know, [1:47] maybe talking to your rigger about this [1:49] before the model's finalized because [1:51] those are also easy to change in the rig [1:53] itself. Um, I also am not really a fan [1:56] of the models moving around, um, kind of [1:59] sliding on the screen. So, I go ahead [2:00] and set those to zero as well as [2:01] deactivate. The reason I do this is cuz [2:03] if you're using something like Vbrger, [2:05] it might still use those movement [2:07] settings. So, I go ahead and turn those [2:08] off. [2:10] And now we're actually into the settings [2:12] for the model itself. Really quick [2:14] before we get into actually messing with [2:16] our tracking, I want to explain every [2:18] aspect of this tracking setting square. [2:23] At the top is just a name. You can [2:25] change it to whatever you want, whatever [2:26] makes it the most obvious to you. This [2:28] is the default name of like face left, [2:30] right, rotation. Basically, that's [2:32] determining your face looking to the [2:34] left or to the right like shaking your [2:36] head. No. The input is the value that V [2:40] studio is looking for. This will be face [2:43] angle X will be that left to right [2:45] motion. Think of it as like on a graph. [2:48] The Xaxis is the left to the right. And [2:51] the param angle X is actually the value [2:54] the model is using. This is the default [2:57] name for the parameter in Live 2D. If [3:00] your rigger changed it, it may look like [3:02] a different name. or if it's a value [3:03] that wasn't originally on the model, it [3:06] may even be something just like param [3:07] 27, just know that that's going to be [3:10] what the live 2D model associates with [3:14] that movement. Next, we have the [3:16] smoothing setting, which will determine [3:19] how much V Studio basically buffers your [3:23] movement from your face to the model. [3:26] The higher that this value is, the more [3:29] it's going to [3:31] kind of flatten out that movement and [3:33] make it a lot softer. So, if you're [3:36] shaking your head left to right [3:38] violently, it might just barely even [3:41] move because it's just kind of taking [3:42] that as noise in a sense. Whereas, the [3:45] smaller it is, the more it'll just take [3:47] your raw movement and into the output. I [3:52] like to have at least a little bit of [3:53] smoothing on most things because there [3:55] does tend to be a bit of noise, [3:57] especially if you're in low light. But [3:59] the greater it is, the more it will be [4:02] hard to move that particular parameter. [4:05] So, just keep in mind that the more you [4:07] smooth it, the kind of more slow and [4:10] almost like jelloy, for lack of a better [4:14] phrase, it'll feel. Just a thing to keep [4:16] in mind. Auto blinking is going to [4:18] basically periodically have this value [4:22] go. So like the name says, it's very [4:25] commonly used for a blinking for maybe [4:28] like a pet character or something like [4:31] that. You can also have it if you don't [4:32] blink a lot and you want to make it look [4:34] like you blink a lot. Please blink. It's [4:37] good for your eyes. Auto breathing is [4:39] going to just slowly pan up and down [4:42] this value. It is good for a breathing [4:45] parameter. It can also just be good for [4:47] again things you want to move [4:49] periodically and slowly, but generally [4:52] that's going to be on a breathing [4:53] parameter. And finally, we have the [4:56] actual tracking values. [5:00] The left side, I will say this a lot in [5:02] the video, is your face. This is the [5:05] movement that you are making with your [5:07] body. This is what the camera or your [5:09] phone is seeing. And so you'll see the [5:12] value go up and down depending on how [5:15] you move with the associated input [5:17] parameter. [5:19] And the right side is the output that is [5:23] being sent to your model. This is the [5:25] value of the parameter of what's [5:28] actually moving the model itself. So if [5:32] you have [5:34] the left side moving, it will translate [5:36] to the right side moving. But the right [5:39] side is the actual movement of the model [5:41] and the left side is the actual movement [5:43] of your face. We'll go into a bit more [5:45] detail on what that means and how to [5:47] work that. But that's what all of these [5:49] numbers mean. Um the kind of very faint [5:54] 30 max 30 min on this example is the [5:57] values of the model itself. So if you [6:01] need for reference what your model's rig [6:04] can actually do, that's where you can [6:06] look. Okay, let's actually go into [6:09] fine-tuning our rigging. [6:11] So, the first one is face left right [6:14] here. Um, and the way that I go ahead [6:17] and set up any of my model settings is [6:20] on the left is actually what my face is [6:23] doing and on the right is the output [6:26] that's being sent to the model. So, I [6:28] usually only adjust the left side and [6:30] keep the right side to what the model is [6:32] rigged for, you know, within reason. I [6:34] also go ahead and really quickly change [6:36] the emote settings on this model because [6:39] they're all just plain numbers and so [6:42] that gets a little annoying when I'm [6:44] trying to type in like, okay, do 20 and [6:47] it sets off an emote for the model. So, [6:50] I'm going to go ahead and do that really [6:51] quickly and we'll be right back. I will [6:52] also say in case you're wondering, the [6:54] way that you can set up emotes like this [6:56] in V Studio is pretty simple. you just [6:59] add a hotkey and add either an [7:01] expression file, which is where you can [7:03] set specific values to your model as [7:05] positive or negative, and also play [7:08] animations. And that's how Aari is set [7:10] up. But we're going to go ahead and get [7:11] back to customizing the model's [7:13] tracking. Um, and I'm doing my up and [7:16] down motion with my head, as well as the [7:18] head tilt, which was uh severely limited [7:22] on the original model. Um, so I kind of [7:25] really exaggerate that movement because [7:27] I think that that's fun. As well as I [7:29] invert the movement of the body because [7:31] that's really popular right now is that [7:33] when you lean to the side, your body [7:35] actually leans the opposite direction. [7:37] And the way that I do that is that's [7:39] where I go ahead and I change the output [7:41] where I have the output be inverted. [7:43] Instead of going from positive 10 to 10, [7:45] I go from - 10 to 10. If that makes [7:49] sense, up to down. And that's going to [7:52] inverse that movement because basically [7:54] you're sending the opposite value to the [7:56] model that then what its default is. So [8:00] that's how you can pretty much invert [8:02] anything on your model. If you're like, [8:03] oh, I want to look the body to look the [8:06] opposite way of my head, which is also [8:08] very popular right now, you can do the [8:09] same thing. And I go ahead and do the [8:10] same thing here. I keep the side based [8:14] off of my actual body the same because I [8:16] want to keep what my body is doing the [8:20] same as and just change what the model [8:22] is being told when it comes to edits [8:24] like that. Otherwise, I want to keep my [8:27] face expressions the same. So, I guess [8:30] as a rule of thumb, when do you change [8:32] the left side of the tracking versus the [8:35] right side? For me, the rule of thumb is [8:38] this. If you want to make your face more [8:41] sensitive and more nuanced, [8:44] that's when you change the left side. [8:46] The left side is going to take what [8:48] you're doing with your face and [8:52] translate that into model movement. So [8:55] the left side, for example, when you [8:57] make that range smaller, it's going to [9:00] mean that smaller movements will have a [9:02] bigger effect. So if you go from like 0 [9:04] to one from from 0 to one to 0 2 to 08 [9:09] it's going to be a greater [9:12] movement from smaller motions because [9:14] basically you're changing the minimum [9:15] that'll be counted as zero to 2 and the [9:18] maximum that'll be counted as the [9:19] absolute max. Anything bigger than that [9:21] is just set to the maximum value. Um [9:24] instead of one it's8. So you're making [9:26] that range smaller so it's more [9:28] sensitive. When you change the right [9:30] side, you're making it more reactive. [9:33] So, you're taking the same motion from [9:35] your face, but blowing the movements of [9:38] the model is going to do up more. So, [9:42] when you change the maximum or minimum [9:44] values, you're saying, okay, it's always [9:47] going to be at least this value or at [9:50] most this value. And if the model isn't [9:52] rigged for that much, it'll just stay at [9:55] the maximum value that it can be. So, a [9:58] lot of times when you do the auto setup [9:59] in V Studio for a Vtuber model, you will [10:02] end up with a mouth that's always open [10:05] because it sets the mouth's maximum to [10:08] 2.1 [10:10] generally from what I've seen. And that [10:12] makes your mouth open really wide even [10:14] for little movements. So, you lose a lot [10:16] of nuance in the movements when that [10:19] happens. If you're curious what your [10:21] model is riked for, you can actually see [10:23] the numbers on the right side. you'll [10:26] see that it says like one max and [10:28] negative 1 min or you know one max zero [10:31] min or something else if your rigger [10:33] rigs it a different way and so that's [10:35] how you can go ahead and edit um to your [10:38] model you'll be able to see oh okay the [10:40] rigger rigged this so that it's you know [10:43] has a maximum of one so I can work [10:45] within that I generally wouldn't [10:47] recommend going too much higher above [10:49] what the rigger rigged because it can [10:52] kind of make things look really weird It [10:56] makes things look really, really [10:57] exaggerated to the point where it looks [10:59] off-putting. At least in my opinion. And [11:02] so, if you ever seen people whose VTuber [11:04] models mouth is either completely closed [11:06] or completely open, that's probably [11:08] what's happening, is that their mouth is [11:10] set to 2.1. And so, their mouth is [11:12] pretty much either at the minimum or at [11:14] the maximum. And there's not a lot of in [11:17] between. So, like I said, even if they [11:19] messed with the left side, because the [11:21] right side is still so large, it's still [11:24] going to exaggerate whatever they end up [11:27] having it set to. So, that's my general [11:30] recommendation when it comes to setting [11:32] up a VTuber model in Vup Studio is [11:35] three-fold. Go onto the left side and [11:38] make an expression that feels [11:40] comfortable. Don't necessarily [11:41] overexaggerate when setting up your [11:43] model. do things that you would [11:44] comfortably and set your maximum [11:47] minimums that way. So like close your [11:49] mouth, see how it goes, open and close a [11:51] bunch of times. Set that to the minimum [11:52] for mouth open. Open your mouth wide [11:55] without it hurting or really stretching [11:57] it and set that to your maximum. And [12:00] that'll help your mouth move when you're [12:02] just kind of talking naturally. And then [12:04] look at what the model is rigged for and [12:07] generally work close to that for the [12:09] right side, if not exactly that. I keep [12:11] it exactly that 90% of the time. So, I'd [12:15] generally recommend just keeping that [12:17] side to the model unless you really want [12:20] something to be very exaggerated. [12:22] [Music] [12:23] Then once you've done that, if there's [12:26] anything that you want to invert the [12:28] movement of, that's when you go ahead [12:29] and you change the right side to be the [12:31] inverted values that you set before to [12:33] like negative one on the maximum and one [12:37] on the minimum, things like that. [12:40] then you should have your model being a [12:42] lot more expressive than it used to be [12:44] and feeling a little bit more you. Even [12:47] if your rigger sets up your model for [12:49] you, I generally think it's important to [12:51] go in and feel it out with your own face [12:54] because everyone's settings won't be the [12:57] same because everyone's faces aren't the [12:59] same and everyone's setup isn't the [13:01] same. When I smile, it looks different [13:04] than when you smile. So, you want to [13:06] make sure that you're paying attention [13:07] to your own numbers and how they might [13:10] differ from what your rig are set up for [13:12] you. Now, they might be great. They [13:13] might be perfect and they you don't have [13:15] to do anything, but at least knowing how [13:17] you can can put a lot more control in [13:19] your hands to making your VTuber model [13:21] feel like yours and feel connected to [13:24] your movements and to your face. Now, [13:27] that said, you do still need to puppet [13:29] your model. your model is still, you [13:33] know, a representation of you. It is not [13:36] just your face. And also, they're [13:40] animated. So, you have to move a little [13:42] bit more animated to get the absolute [13:44] most out of them. If you just talk [13:47] really stoically and you don't move a [13:51] whole lot, there's not going to be [13:52] anything for the model to pick up on, no [13:55] matter how sensitive and fine-tuned [13:57] you've gotten your tracking to be. that [14:00] can't make movement out of nothing. And [14:02] if it did, it would look really weird. [14:05] You can have some stuff like an idle [14:07] animation for like breathing, but it's [14:10] still not going to look interesting if [14:13] you aren't moving. So, you know, I tend [14:16] to lean my head to the sides a lot. I [14:18] tend to bounce up and down because all [14:20] of the movements are going to be [14:22] primarily, if not exclusively, based on [14:24] how you move your head. So, just an [14:27] important thing to keep in mind is your [14:29] head is your model. So, if you nod or [14:33] shake your head or tilt your head, [14:35] that's going to determine the way your [14:37] model moves. And so, you want to be sure [14:40] that your head isn't just still. You [14:43] want to move around. You want to bounce. [14:45] The the Vtuber dance is tilting your [14:49] head side to side and nodding to the [14:51] rhythm. There's a reason for that. It's [14:53] because that's how you get your model to [14:56] move. And I find myself now doing that [14:58] dance all the time, even when I'm in a [15:00] car and people can visibly see me. It's [15:03] a curse. Being a VTuber is a curse for [15:06] yourself now. No, I'm kidding. Um, but [15:09] yeah, that's the essence of how V Studio [15:14] functions when it pertains to actually [15:16] tracking your model. It's translating [15:19] the movements of your face to numbers [15:22] that the model is rigged for which are [15:25] basically like you know zero to one from [15:28] the minimum of that motion which might [15:30] be you know either zero of nothing like [15:33] mouth closed and one mouth open or [15:35] negative one which would be like all the [15:37] way to the left and positive one all the [15:39] way to the right. So, knowing how to set [15:41] that up for you and for your face and [15:43] for your setup can really make the model [15:46] shine in a way that you can't do without [15:49] it. You can have the nicest rigging in [15:51] the world, but if you don't set up your [15:54] model for you and you don't react well [15:56] with your face, it's not going to look [16:00] good. So, just remember your setup, your [16:02] face is going to mean different things [16:04] than your rigger setup and your rigger's [16:06] face. And you want to be sure that your [16:09] model is reacting in a way that's [16:12] appealing by reacting in a way that's [16:15] appealing with your own face. The reason [16:17] you want to tweak the your model from [16:19] there is to just make that puppeting [16:20] more comfortable. The less you have to [16:23] exaggerate the face, the less you have a [16:24] chance of hurting yourself or making [16:27] your face sore from how big you have to [16:30] smile, etc. I hope this helped. Uh, if [16:33] you have any questions or anything else [16:34] you'd like to know about V Studio or [16:35] Live DD, feel free to ask it in the [16:37] comments below. I've been Ray. Have a [16:39] great day. Bye-bye. [16:41] [Music] [16:50] How to make your VTuber