8 Body Parameters Explained
45sQuickly lists all advanced body angles, hooking viewers who want the full scope.
▶ Play ClipThis 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.
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.
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.
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.
Lean left and right. Select everything above skirt, bind to torso Z. Use brush tool to rotate. Anchor bottom to prevent deformation.
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).
Create deformer for hips. Rotate hips and swing legs. Bind legs to hips. One leg swings out, the other bends in. Reflect motion.
More dramatic hip swing. Swing up and down. Anchor top. Legs adjust: tippy toes on raised side, bend knee on lowered side. Synthesize corners.
Add hips X input (body X, angle, -60 to 60) with hips X output. Duplicate for hips Z (body Z input).
Take entire body, bind to position. Use temporary deformer and distort to drag body left/right. Anchor feet to prevent floating.
Grab torso Z deformer, put on lean Y. Drag body up and down. Create separate deformers for legs to follow.
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.
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.
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.
"Title perfectly matches content: it's an advanced Live2D tutorial covering all body angles as promised."
What are the input parameters for body angles?
Body X, body Y, body Z, position X, position Y, position Z.
00:50
What are the output parameters for body angles?
Torso X, torso Y, torso Z, hips X, hips Z, lean X, lean Y, lean Z.
01:04
What is the range for torso and hips parameters?
-30 to 30.
01:15
What is the range for lean parameters?
-10 to 10.
01:15
How do you prevent movement below the hips when working on torso X?
Select the bottom of the model and use Ctrl+Shift+C, Ctrl+Shift+V to copy and paste the mesh, anchoring it.
05:38
What does torso Y control?
Chest and shoulder movement when looking up and down.
06:06
What is the shortcut for the brush tool in Live2D?
B.
08:13
What physics settings are recommended for torso?
Reaction speed 0.4, convergence 1.5.
09:50
How do you set up physics for torso X?
Add input: body X on angle, -60 to 60, 100% effective. Output: torso X.
09:58
What is the purpose of synthesizing corners (Ctrl+4)?
To smooth out the deformation and create more natural movement.
16:23
How do you anchor the feet for position X lean?
Use temporary deformer and distort, then anchor feet to prevent floating.
20:16
What does lean Y represent?
The bounce of the body up and down.
20:53
How do you adjust the head for lean Z?
Create a head size deformer: bigger when leaning in, smaller when leaning back.
23:51
Introduction to Advanced Body Angles
Sets the scope of the tutorial, listing all parameters to be covered.
Torso X Setup
Demonstrates the foundational technique for creating a plane of rotation using mapping.
01:19Torso Y Realism
Explains the real-life observation behind chest and shoulder movement when looking up/down.
06:06Physics Settings for Torso
Shows how to integrate deformers with physics for dynamic movement.
09:17Dramatic Hip Swing
Illustrates creating exaggerated but natural hip movement with leg adjustments.
15:39Subtle Lean Z
Emphasizes keeping leans subtle for classy animation, with head and arm adjustments.
22:08Debugging Mistake
Shows how to identify and fix deformation issues by checking torso Z.
28:32[00:00] Today we are going to be working on
[00:03] advanced body angles. So we have done
[00:07] the beginner tutorial for body angles in
[00:10] which we covered the simplified forms
[00:13] and in this one we are going to be
[00:16] covering all of the forms all of the
[00:18] advanced stuff. So these are the body
[00:22] forms that we are going to be covering
[00:25] today. Uh, we have torso X, torso Y,
[00:29] torso Z, hips X, hips Z, position X,
[00:34] position Y, and position Z. It's a lot
[00:37] of forms, but we are going to try to get
[00:40] through this relatively quickly. So, the
[00:43] first thing you will need
[00:46] is all of these parameters.
[00:50] So what we're looking at is uh the input
[00:53] parameters which is body X, body Y, body
[00:56] Z, position X, position Y, and position
[01:00] Z. And as for the output parameters that
[01:04] we want is torso X, torso Y, torso Z,
[01:07] hips X, hip Z, lean X, lean Y, and lean
[01:11] Z. Torso and hips are minus30 to 30,
[01:15] while the leans are -10 to 10.
[01:19] Okay, first we want to start with the
[01:22] torso, which is relatively easy to do.
[01:26] Uh, so I already made a
[01:31] deformer torso angle. So in it is just
[01:36] the standard torso without anything
[01:39] else. So what we're going to do is we're
[01:42] going to bind this to torso X. And on
[01:45] the input, you do not want to bind
[01:47] anything on the input because we're
[01:48] going to be using that as physics input.
[01:51] All of the angles we're going to do is
[01:53] going to be bound to physics. Okay. So,
[01:56] we are going to do the same trick as we
[01:59] did in the uh basics tutorial. So, I'm
[02:04] going to speed through this. And for the
[02:06] mapping,
[02:08] uh we want torso X.
[02:11] And uh for the Y direction, I'm going to
[02:15] go lean Z. And this is going to make
[02:18] sense. So we want to add the torso angle
[02:21] to the
[02:22] object. And I am going to change this
[02:26] to yes
[02:29] 10° by 10°. We are going to update the
[02:33] key forms. So what that
[02:36] does is it gives us a plane of rotation
[02:41] and this is going to be a base to start
[02:43] working
[02:45] from. Now this is a little bit strong.
[02:49] So we are going to change that to maybe
[02:51] five. Going to update that. Yeah, that's
[02:55] better. Okay. And this is going to be
[02:59] the lean forward and lean backwards. So,
[03:02] we've got a good base to work from now.
[03:04] And we are going to ignore the lean Z
[03:07] and just focus on the torso X right
[03:09] now. So, what we're going to do is we're
[03:12] going to select uh the layers that are
[03:17] sticking out from the body, which would
[03:20] be the bust in this case. Right.
[03:24] So, let's get that. I'm going to I'm
[03:27] going to try to speed through it.
[03:33] [Music]
[03:41] [Music]
[04:03] Okay. Reflect motion. See how that
[04:09] looks. And as you can probably see, I
[04:12] have glued
[04:14] down the shoulders. We're going to be
[04:16] fixing
[04:17] that. Okay.
[04:20] So arm
[04:25] left, not arm right. And the reason for
[04:28] that is that it's her
[04:30] left. So this is arm right because it's
[04:33] her right. So we're going to fix the
[04:36] arms. So when she moves this way, we
[04:40] want
[04:41] to move it
[04:44] up. Now I need to fix the glue on that.
[04:46] Um but just bear with me. And then when
[04:50] she moves this way, we're going to
[04:52] rotate in a little bit
[04:54] and down.
[04:57] And that's how the arm kind of moves
[05:00] with the rotation there. And we got to
[05:03] do something about that glue because
[05:05] it's a little bit
[05:09] harsh. And it's only connected here. Um
[05:13] I'm not connecting that all the
[05:18] way. And this is essentially
[05:22] uh torso X. And what we want to
[05:26] do now is um and this this step is
[05:30] actually important. Uh I've I've been
[05:32] messing around, but this step is
[05:34] actually
[05:38] important. We're going to select the
[05:40] bottom of the model. Um control shift C,
[05:45] control shift V.
[05:51] And that way, anything below the hips
[05:54] does not move. We do not want movement
[05:57] below the hips because we're just
[05:59] working on
[06:01] torso. Okay. Now, torso Y is going to be
[06:06] incredibly simple. So, we're going to
[06:08] make a new deformer for this. And we're
[06:12] going to put this on torso Y.
[06:16] And when she looks
[06:19] up, so I actually want the arms in
[06:24] there. Okay. So when she looks up, we
[06:30] want the
[06:31] shoulders to
[06:33] drop and the chest to
[06:36] rise. And this is just torso Y. We're
[06:39] going to go with the big Y movements on
[06:42] position Y.
[06:44] This is just the torso. Then when she
[06:47] looks down, we raise the
[06:50] shoulders and we drop the chest. Going
[06:53] to make sure the the ribbon stays kind
[06:56] of in the same place. Uh we do not want
[06:59] too much ribbon movement here. And this
[07:02] is looking up and down. This is what her
[07:04] chest is doing. Her chest and
[07:08] shoulders. And if you do this in real
[07:11] life, um, or you have someone else do it
[07:14] while you observe, you will see that
[07:16] this is pretty accurate. It's an
[07:18] exaggerated version of it, but this is
[07:20] pretty accurate to what your body does
[07:22] when you look up and down. So that's why
[07:26] we're on torso Y here. Okay. Now,
[07:29] speeding through torso Z. So, what we're
[07:32] going to be doing for torso Z is she's
[07:36] going to lean left and right. It's that
[07:39] simple. So, we are
[07:42] taking
[07:44] everything above the
[07:47] skirt and we're going to say this is
[07:54] uh torso Z. Now that we have our
[07:58] deformer, we're going to bind it to
[08:01] torso Z. And then what I like to do
[08:04] personally
[08:06] is I like to
[08:09] select the top of that with the brush
[08:13] tool. Uh shortcut is B by the way. And
[08:17] then we
[08:21] rotate. Make sure that's positioned
[08:24] properly. And this is the easiest way to
[08:27] do
[08:28] this. I don't know if I can reflect
[08:30] motion on this. I can get
[08:35] crates. Okay. And now what I want to do
[08:40] is I want to select the bottom cuz I saw
[08:43] it deform a little bit too far down. So
[08:47] we're going to
[08:49] copy and paste. Uh control shift C and
[08:55] control shift
[08:59] V. Okay. Now I'm going to take the arms
[09:02] and just kind of adjust those a little
[09:11] bit. And that is looking
[09:14] good. Now before we get into
[09:17] hips, I'm going to save this. Uh very
[09:20] important, save every 5
[09:23] minutes. And then we're going to go into
[09:25] physics settings.
[09:28] And she already has all of the head
[09:30] movement, but none of the body movement.
[09:33] So, we're gonna say torso
[09:38] X. And I have a preset for this kind of
[09:42] kind of it's kind of a preset. Uh, body
[09:45] physics, but I want reaction
[09:48] speed to be uh
[09:50] 0.4. Convergence
[09:55] uh I'm going to say 1.5. Okay.
[09:58] So we want to add body X and this is
[10:03] going to be
[10:04] angle 100% effective and I want to make
[10:09] this
[10:10] minus60 to
[10:12] 60. Okay. Then for the output settings
[10:16] we want to add torso X.
[10:20] So, we're going to swing this around,
[10:22] get the maximum output, and then
[10:24] increase
[10:25] it and then lower
[10:28] it because that's how we
[10:31] do. And as you can see, has a little bit
[10:35] of
[10:35] a delayed bounce back on it. Now we got
[10:40] the torso X
[10:47] in. And we're going to duplicate that.
[10:50] And we're going to say torso Y. Input
[10:53] settings is going to be body Y. Output
[10:55] settings is going to be torso Y.
[11:02] And you can see it's
[11:04] um moving the chest and shoulders on the
[11:07] Y position and not doing much else at
[11:09] the moment. But that's okay because we
[11:12] have a lot more parameters to go. So
[11:15] we're going to say torso Z. Um and then
[11:18] this is going to be body
[11:21] Z and that's going to be torso
[11:27] Z. And now you can leave it like this.
[11:31] But what I like to do is I like to
[11:32] reflect
[11:35] it. So this is what this is doing. And
[11:38] now we
[11:40] have the torso
[11:44] movements. Okay. Now what we're going to
[11:48] be moving on to is
[11:50] hips. What we're going to be doing for
[11:54] the hips is I kind of want the torso in
[11:57] it. So, you know
[12:00] what? We're getting the entire
[12:04] body. I can't do that, can I? I can't
[12:09] can't do this. Let me um figure out what
[12:13] I'm doing
[12:15] here. This skirt is throwing me for a
[12:18] loop. It's a very pretty skirt, but it
[12:20] is throwing me for a loop here. So, what
[12:23] I don't want in this is the arms. If I
[12:27] throw this in torso Z, how does that
[12:37] look? Not great. Not great, but we can
[12:40] fix it. We can fix her. This is fine.
[12:44] This is
[12:46] fine. You know what? This is fine. Okay,
[12:50] we're going to keep the skirt here
[12:52] because I want to select the torso with
[12:56] this as well. So, we're going to say
[12:58] this is
[13:01] hips. Great. So, now what we're going to
[13:05] do for the hips
[13:08] X is we want to rotate. We are rotating
[13:18] hips. Okay, cool. So, um I like that
[13:22] rotation. So, what we're going to do
[13:24] now, bear with me. So, we're going to
[13:27] throw this over here. Why are the arms
[13:29] in there? Hold hold
[13:31] [Music]
[13:33] hold. Why are the arms in there? We
[13:35] don't want the arms in there. Let's try
[13:37] this.
[13:40] That certainly is
[13:43] better. Okay, so we want the hips to
[13:47] swing
[13:48] out. Rotate and swing. Maybe I'll swing
[13:52] to the other side, actually. So, what if
[13:54] I swing this to the other side, but
[13:57] still have it rotated to this
[14:00] side? I actually kind of like that. I
[14:02] have to fix the top, obviously, but
[14:05] okay. You know what? Kind of like that.
[14:09] Kind of like that. I definitely know
[14:12] what I'm doing, by the way. All right.
[14:15] And then we're gonna reflect motion on
[14:17] that. So, now we're going to grab the
[14:21] legs. And we want to grab one leg at a
[14:25] time. We want to bind those to the
[14:30] hips. And that goes out as we swing this
[14:34] way. And when we swing the other
[14:38] way, we go
[14:42] in. I don't think we need to go down,
[14:46] though.
[14:50] So, we swing out and
[14:53] in. We want to make sure that is
[14:58] smooth all the way. The toes do not
[15:01] move.
[15:02] toe movement. Not good. Now, we take the
[15:06] other leg. And for the other leg, we
[15:07] want to uh give it a little bit more of
[15:10] a subtle movement. So, we're going
[15:18] to bend this
[15:21] in. And when we go to the
[15:25] sides, we bend it
[15:28] out. There we go.
[15:31] And this is how the hips swing on the
[15:35] X. Now we want the hips swing on the
[15:39] Z. And this is going to be a little bit
[15:41] more
[15:42] dramatic. I do like dramatic hip
[15:46] swings. So what we're going to
[15:53] do is this.
[15:56] We're swinging
[16:01] up.
[16:04] However, we want to make sure
[16:07] that the top does not move. So,
[16:12] um, control shift C, control shift V.
[16:17] And then we reflect motion on that.
[16:23] And then we uh controll 4 which is
[16:28] synthesize corners. We're going to do
[16:31] that. Now we want the legs as
[16:35] well. So when the hips swing this way
[16:39] because the hip is raised to one side,
[16:42] she's probably going to go on her tippy
[16:44] toes on that side to get the leg up.
[16:46] Right? So that's what we're going to do.
[16:52] [Music]
[16:54] And now when she goes down, because the
[16:56] hip is all the way down, she would
[16:58] probably bend the knee a little bit
[17:03] [Music]
[17:04] here. And now we do the same on this
[17:08] leg. Okay. So we want to select both
[17:10] legs and then again Ctrl 4 to synthesize
[17:14] corners. So, now that we have the
[17:16] corners, as you can see, the hips are
[17:20] doing their thing without the upper body
[17:23] moving at all. So, we're going to save
[17:26] again. And before we go into the
[17:30] lean, we're going to go into physics
[17:32] settings and we are going to add hips X.
[17:38] I don't think I have a hip swing here,
[17:40] do I? I do not. I do not have a hip
[17:44] swing. I'm going to have to do that uh
[17:47] manually unless it's body custom.
[17:50] It that might be it. Hold
[17:56] up. It's not going to be that though.
[17:59] Okay. So, what we're going to do is
[18:02] we're going to add input. We're going to
[18:04] say this is body
[18:09] X 100.
[18:14] I don't know if I want to put this on
[18:16] angle. I think I'm going to put this on
[18:18] angle. Okay. So, we're going to do this
[18:21] - 60 to 60. And then we're going to be
[18:25] adding oop uh hips
[18:31] x. You can see it moving a little bit,
[18:34] but we want to uh really get the output
[18:38] going.
[18:45] What if I reflect
[18:49] this? Okay, you know what? I think the
[18:52] reflected version is actually better.
[18:55] Okay. So now we're going to say uh
[18:59] duplicate hips Z and we are going to say
[19:04] uh body Z and the
[19:08] outputs hips C. There we go. Now these
[19:12] are some basic
[19:17] angles. And now we are going to move on
[19:20] to
[19:23] position. And position is fun. Position
[19:26] is fun to work on. For
[19:30] this we want to take the entire
[19:34] body and we are going to
[19:38] say position and this is going to be the
[19:42] left and right lean if that makes sense.
[19:45] We we are leaning left and right.
[19:48] with our entire body, not just our
[19:51] torso. So, what we're going to do is
[19:54] we're going to bind that and then do
[19:57] this little trick in modeling
[20:00] uh temporary deformer and then
[20:04] distort and we're going to drag her
[20:07] over and then reflect motion on that.
[20:11] Now, you could leave it here if you so
[20:14] desire. Personally, I want to anchor the
[20:16] feet cuz I do not like floating feets.
[20:19] Okay, you could leave it here. However,
[20:22] you could also make this into a step. I
[20:26] have a step toggle tutorial somewhere on
[20:30] my channel. Um, and if this makes it
[20:33] into a tutorial video, I will probably
[20:36] link that right here. I am not going to
[20:40] put a step
[20:42] in. That is not something that I'm going
[20:45] to do right now, but you know, if you if
[20:48] you want this step, it would have to be
[20:50] on lean X for it to look good. Now, a
[20:53] lean Y is basically just her body going
[20:58] up and down. That's it. That's what lean
[21:01] Y does. Lean Y is the bounce. So, we are
[21:05] going to grab uh the torso Z and we're
[21:09] going to put that on uh lean Y.
[21:14] And now we drag her
[21:18] up. And then on the minus 10 we drag her
[21:24] down. And that's what that does. And now
[21:27] we want to have the
[21:29] legs. We want to
[21:32] make new deformers for
[21:35] that.
[21:37] Uh lean
[21:40] leg left.
[21:42] We're going to make one for this one as
[21:44] well, which is going to be lean leg
[21:50] [Music]
[21:56] [Music]
[22:00] right. And that is how lean Y works.
[22:04] Very simple, very bouncy. Now the last
[22:08] one, lean Z. And this is uh the famous
[22:13] lean in and out. Now, I like to keep it
[22:16] subtle personally. I know a lot of
[22:18] people like to go for like the crazy
[22:20] leans, but we're keeping it subtle.
[22:22] We're keeping it classy. I think if you
[22:25] want a crazy lean, you got to make it a
[22:27] toggle. Um for the subtle leans, you can
[22:30] make it in tracking. Okay. So, we
[22:33] already have the torso leaning in and
[22:36] out.
[22:38] However, me select
[22:41] that. We want to adjust this a little
[22:43] bit because when we lean out, it goes
[22:46] too far down. So, we want
[22:52] to push that
[22:55] up. And
[22:57] then we push this down.
[23:02] [Music]
[23:08] And this is the lean forwards. And
[23:10] that's the lean backwards. And you can
[23:13] already kind of see that take shape.
[23:15] What we don't want is for the bottom to
[23:18] move. Hips
[23:21] uh need to stay where they
[23:25] are. So, we're going to anchor that.
[23:28] I need to
[23:31] uh get the head
[23:38] involved. So let's say head lean uh 21x
[23:45] [Music]
[23:49] 21. Okay. So
[23:51] below the rotation deformer on the head,
[23:55] we want to make another deformer and
[23:58] call it head
[24:02] size. And this is very straightforward
[24:05] on what it does. When
[24:08] we lean in, we want the head to be
[24:12] bigger.
[24:15] And if your character has long hair, you
[24:17] are going to need to adjust the hair,
[24:19] just so you
[24:21] know. And when she leans back, the head
[24:26] will be smaller. That might be a little
[24:28] bit of an exaggeration. Nope, it's
[24:30] actually
[24:30] good. Now, we want uh the arms.
[24:43] and we drag those
[24:45] down. However, we're going to um
[24:48] temporary deformer and then we're going
[24:51] to go
[24:53] perspective. We're going to increase the
[24:56] width of
[25:04] that when she leans
[25:07] in. And then when she leans
[25:11] back, going to do
[25:17] perspective. We're going to make the
[25:20] shoulders a little bit smaller.
[25:25] Okay. And this is the lean.
[25:28] [Music]
[25:44] Now, let's see how this looks in
[25:46] physics. If you're not sure about a
[25:48] movement, the best thing to do is just
[25:50] put it in those physics, see how it
[25:52] moves, and then decide if you need to
[25:55] change something. Okay, let's start
[25:58] putting in the leans. So, let's start
[26:01] with lean X and put this on
[26:05] angle. I don't think
[26:08] uh I have the cursor tracking active for
[26:12] that. I do
[26:17] not. Okay. So, we want to take input
[26:21] position X. And this is one that you
[26:23] have to add manually. Uh we covered that
[26:25] in the beginning.
[26:28] So, we want to add a position X on angle
[26:32] at
[26:34] 100%. And I want to do this minus 30 to
[26:39] 30 on the angle. And for output
[26:41] settings we
[26:44] are too far down. Lean
[26:51] X. We want to swing this around, get the
[26:54] maximum output, and then
[26:58] increase. Let's say
[27:03] 15. And this is how that
[27:06] looks. We won't see this very often
[27:09] because it takes a lot for the tracking
[27:13] to register one way or the other. That
[27:16] is the lean X. And I'm actually going to
[27:21] take that off of the cursor
[27:25] tracking because you rarely ever see
[27:27] that when you're actually tracking.
[27:30] Okay. But we duplicate that and we say
[27:33] lean
[27:35] Y and we change this to position Y. And
[27:38] the output we change
[27:41] to lean
[27:44] Y. And there's the
[27:47] bounce. And we duplicate that. And we
[27:51] say lean
[27:54] Z. And we say this is position
[28:00] Z and lean
[28:07] Z. And as you can see we are uh doing a
[28:11] subtle lean here.
[28:17] And this is the full range of motion
[28:23] here. I I spot a
[28:27] mistake here. Right here. Here's the
[28:31] mistake.
[28:32] Okay. Interesting.
[28:35] Interesting. It's probably the torso Z.
[28:38] It's probably the torso
[28:41] Z. Try that. Try to synthesize those
[28:45] corners. Yes, it
[28:48] was. Takes a little bit of experience to
[28:51] know exactly where you messed
[28:53] up, but I I spotted that. And this is
[28:58] the full range of motion.
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