What is Live2D Rigging?
45sClear, beginner-friendly explanation of art meshes, deformers, and parameters with visual examples.
▶ Play ClipKira Omorei, a VTuber rigger and illustrator, provides a beginner-friendly introduction to Live2D rigging. She covers essential tools, terms, and a step-by-step workflow for rigging a simple duck model, from setting up art meshes to adding physics and body movements.
Art mesh (each PSD layer becomes an art mesh), deformers (warp, scale, rotate meshes), and parameters (save shape changes with keys).
Work area, toolbar, parts palette (PSD contents + deformers), deformer palette (hierarchy), and parameter palette (organized into folders, not nested).
Warp/rotation deformer buttons, selection tools (arrow, lasso, brush), and vertex editing tools (deform path edit, deform brush tool similar to Photoshop's liquify).
Import PSD by dragging, organize parameters into folders, delete unused parameters, create art meshes (auto or manual), adjust meshes for better edge control, and set clipping for blush layers.
Rig facial features first (blinking, mouth, brows), then physics (hair sway, accessories), then body movement (head/body turning), and finally special emotes/toggles.
Select eye art meshes, key to EyeOpen parameter, modify closed eye shape to match open eye, use deform brush tool, and clean up transitions by adding intermediate keys.
Key eye smile parameter, use deform brush tool to make duck smile, limit to max two parameters per art mesh/deformer for beginners.
Select bottom beak, key to MouthOpen parameter, use deform path edit to set anchor points and move them to open beak, then deform brush tool for top beak.
Create deformers for parts (e.g., feathers), key to physics parameters, use extended interpolation for smooth rotations, and set up physics groups with inputs (angle X/Y/Z), pendulums, and outputs.
Rotation deformers should be parented correctly (e.g., knife under wing). Change pivot points by holding Ctrl and dragging the center. Synthesize corners for combined parameters.
Create deformers for face, beak, and head separately. Rig angle X and Y, synthesize corners, then create parent rotation deformer for angle Z. Organize deformers in folders.
Create a large deformer covering all child deformers. Create four parameters (two for X, two for Y squish). Rig and set up physics groups with angle X and Z inputs.
Most interesting model was Bows Bow mascot due to rigging liquid for the first time.
Uses a display tablet and a Turbox (macro pad) for hotkeys to speed up workflow.
Started because she was broke and wanted to be a VTuber after seeing Pekora clips. Learned from old YouTube tutorials.
Doesn't always use latest version due to bugs; waits for stable releases. For collaboration, team uses roughly the same version.
Averages 60-100 hours per model, depending on complexity.
Prioritizes sleep; only pulled one all-nighter in college as last resort.
Learn client communication, behave professionally, have good terms of service. Start with low/free commissions for portfolio. Price based on demand and skill. For VTubing, be consistent with content and try different formats.
Kira provides a comprehensive beginner's guide to Live2D rigging, covering essential tools, terms, and a step-by-step workflow for a simple duck model. She emphasizes proper file setup, hierarchy management, and offers practical advice for aspiring riggers and VTubers.
"Title accurately describes a beginner intro to Live2D rigging with free resources, exactly as delivered."
What are the three core terms used in Live2D modeling?
Art mesh, deformers, and parameters.
01:20
What is the purpose of a deformer in Live2D?
To change the shape of a mesh without selecting each vertex individually; can warp, scale, rotate, and modify opacity/color.
01:42
What are keys in Live2D parameters?
Green dots that save shape changes; each key can have a different shape, and inbetweens are automatically created.
02:15
What is the recommended order for rigging a Live2D model?
Facial features first (blinking, mouth, brows), then physics (hair, accessories), then body movement (head/body turning), and finally special emotes/toggles.
07:34
What is the maximum number of parameters recommended to key to an art mesh or deformer for beginners?
Maximum two parameters.
10:05
What tool is similar to Photoshop's liquify tool in Live2D?
The deform brush tool.
04:14
How do you set the FPS in Live2D physics settings?
Go to Modeling > Physics Settings and set FPS to 60.
14:55
What is the purpose of extended interpolation in Live2D?
To make rotation movements using warp deformers smoother.
13:36
How do you change the pivot point of a rotation deformer?
Hold down Ctrl and drag the center of the deformer to the desired location.
17:18
What is the average time Kira takes to fully rig a model?
Roughly 60 to 100 hours.
24:20
Core Live2D Terms
Defines the foundational concepts (art mesh, deformer, parameter) essential for understanding Live2D.
01:20Rigging Order
Provides a clear, logical workflow that helps beginners avoid common pitfalls.
07:34Limit Parameters for Beginners
Practical advice to avoid complexity by limiting to two parameters per art mesh/deformer.
10:05Extended Interpolation for Smooth Rotations
A specific technique to fix shrinking/inflating issues when using warp deformers for rotation.
13:36Rigging Time Estimate
Provides a realistic time frame (60-100 hours) for rigging a model, helping set expectations.
24:20[00:00] My name is Kira Omorei. I am a VTuber
[00:03] who rigs and illustrates other VTuber
[00:05] models. I'm a VTuber maker. I have been
[00:07] rigging for about four years now and I
[00:09] have brought to life several indie and
[00:11] corporate VTuber models like Emirichu,
[00:14] Lafy, Lumen, and Phoebe. And recently, I
[00:18] also rigged the model of an Apex Legends
[00:21] voice actor, but they haven't debuted it
[00:23] yet. I've also received a live 2D
[00:25] creatives award and I have built my
[00:27] channel by posting live 2D tutorials
[00:30] hopefully more this year and I'm also a
[00:32] member of a guild called rigger mortise
[00:35] and I'm surrounded by a lot of awesome
[00:38] people. This is the overview of my
[00:40] segment for today. First I'll be going
[00:42] over live 2D tools and features and then
[00:45] rigging basics. Live 2D has a lot of
[00:48] things that you could use to the point
[00:49] where it gets overwhelming. I'll be
[00:51] introducing a few tools and features
[00:53] that are most essential so we can take
[00:55] things one step at a time. And before
[00:58] you start rigging, you'll need model
[01:00] art, but you don't have to worry about
[01:02] that since I'll be providing you with
[01:04] free resources. Just take a picture of
[01:06] this slide for access to exclusive
[01:09] content for this segment.
[01:20] There are three things or terms that
[01:22] modelers use a lot when talking about
[01:25] Live 2D. Let's start with the art mesh.
[01:29] Each layer in the PSD is going to be
[01:32] imported as an art mesh in Live 2D. And
[01:35] the vertices/ dots that surround it can
[01:38] be created automatically or manually.
[01:42] Next up is deformers. Deforming using
[01:44] the art mesh itself is going to be
[01:46] cumbersome at times. Deformermers allow
[01:48] the rigger to change the shape of the
[01:51] mesh without having to select each
[01:53] vertex or dot and move them around.
[01:56] These are good for rough to
[01:57] semi-detailed shape changes.
[01:59] Deformermers can warp, scale, and rotate
[02:02] art meshes. They can also modify the
[02:05] opacity and color of the meshes, too.
[02:08] parameters allow you to save the shape
[02:10] changes that you make using deformers or
[02:13] moving the vertices around the art mesh.
[02:15] Each green dot that you see here is
[02:17] called a key. Each key can have a
[02:20] different shape or change and the
[02:22] inbetweens are automatically created. So
[02:25] you don't have to worry about the
[02:26] transitions between each key. Now we've
[02:29] got those important terms out of the
[02:30] way. Let's tour the editor workspace. We
[02:34] have the work area where you'll be doing
[02:36] most of the work stuff. It's similar to
[02:39] the canvas area in drawing programs.
[02:42] Next one is the toolbar at the top. I'll
[02:44] be going over some of the most important
[02:46] tools later. Next is the parts palette.
[02:50] This is where Live 2D shows you the
[02:51] contents of your PSD file plus the
[02:54] deformers that you create. The folders
[02:56] in the PSD carry over, but there is a
[02:59] limit to the folders that you can create
[03:01] depending on what version of Light 2D
[03:04] you're using. Next one is the deformer
[03:06] palette. This shows which deformers
[03:09] modify art meshes. Deformermers can
[03:11] modify other deformers too. And also you
[03:14] can see the hierarchy of the deformers
[03:16] and art meshes here. Lastly, the
[03:18] parameter palette. It just contains all
[03:20] of your parameters and they can be
[03:22] organized into folders too. The folders
[03:24] cannot be nested though unlike the
[03:26] folders in the part palette. And let's
[03:28] move on with an overview of the tools.
[03:31] These buttons create your deformers. The
[03:33] curved square one creates the warp
[03:35] deformers and the other one creates the
[03:37] rotation
[03:38] deformers. Live 2D has different
[03:40] selection tools. The first one is the
[03:43] regular arrow tool which is most similar
[03:45] to a regular mouse pointer. The next one
[03:47] is the lasso tool which allows you to
[03:50] select things by enclosing them in a
[03:52] circle. Lastly, the brush selection tool
[03:54] allows you to select things as if you
[03:56] were shading with an airbrush. The next
[03:59] tools deal with moving around vertices
[04:01] in different ways. The first one is the
[04:03] deform path edit, which sets control
[04:06] points on the art mesh and allows you to
[04:08] move vertices with a single curve. The
[04:11] next one is the deform brush tool, which
[04:14] is my absolute favorite. It's super
[04:16] useful for making small changes. And if
[04:19] you are familiar with the liquify tool
[04:21] in Photoshop, this one is pretty
[04:23] similar. Okay, Live 2D looks like this
[04:25] when you first open it. But if you want
[04:27] to have dark mode, go to file and
[04:29] environment settings and just change the
[04:32] color theme. You would need to restart
[04:34] Live 2D after changing this
[04:37] one. Click on okay. And for the pallets,
[04:42] you can actually drag them around. I
[04:45] prefer to have my pallets on the right
[04:47] hand side since I use a display tablet.
[04:51] Um, it's easier for me to see the
[04:53] changes that I'm making. Like I move the
[04:57] parameters around and see what's
[04:59] happening to the model. Yeah, it's
[05:00] easier that way if everything is on the
[05:03] right side. You import the PSC by just
[05:05] dragging it into Live 2D. And you will
[05:08] see that there are a bunch of parameters
[05:11] in the parameter palette. The first
[05:13] thing I would do is to organize a
[05:15] parameter into folders. And I'll also be
[05:18] deleting some parameters that I think I
[05:21] won't be using for this model. You can
[05:22] create new folders by clicking on this
[05:25] button and just double click to rename
[05:28] it. Just select the parameters that you
[05:29] want to be in the folder and just drag
[05:31] them in. I'm going to be doing it for
[05:33] the other parameters, so I'll be
[05:35] speeding that
[05:37] up. The next step would be creating the
[05:39] art meshes. You could select all of the
[05:42] art meshes and create the meshes
[05:45] automatically by pressing on control A
[05:48] and clicking on this button. Sometimes
[05:52] automatic mesh generation doesn't result
[05:54] in the best meshes. So what you can do
[05:57] is to edit them or create the meshes
[06:00] manually. To do that, click on the mesh
[06:03] that you want to edit and click on this
[06:05] button over here. And you have several
[06:08] tools under the tool details palette to
[06:11] help you create your meshes manually.
[06:13] I've sped the whole process up. So this
[06:16] is just me adjusting the meshes. It is
[06:18] important to adjust the meshes manually
[06:21] sometimes because you can see here that
[06:23] when I drag these vertices, there's some
[06:26] weird
[06:28] um modification going on. So, it is
[06:31] important that I place the vertices
[06:33] properly so I could control the edges
[06:36] better. It's also a good idea to keep
[06:39] the meshes not super dense, especially
[06:42] when the rig is going to be really
[06:44] simple. So, you can delete the vertices
[06:47] inside these automatically generated
[06:49] meshes like this one in the on the
[06:52] inside and replace them with a very
[06:54] simple shape. And after you're done with
[06:57] the meshes, you'll notice that the
[06:59] blushes of the duck's cheeks isn't
[07:01] clipped properly. So to do that, just
[07:04] select the part where you want the
[07:06] blushes to be clipped to. Right click on
[07:09] that part, click on copy, select both of
[07:12] the blushes, and then go to the
[07:15] inspector palette, click on clipping ID,
[07:18] and paste the ID of the head. And now
[07:22] the blushes are clipped to the head of
[07:24] the duck. I think I spent around 30
[07:26] minutes just setting up the file for
[07:28] rigging. So, it is very important that
[07:30] your file is properly set up before you
[07:34] do any actual work. For rigging, I
[07:36] usually rig the facial features first,
[07:38] like the blinking, mouth opening, the
[07:41] brows, and then the next stage would be
[07:44] the physics, like all of the hair
[07:46] swaying, accessories swaying,
[07:49] jiggling, and lastly, the body movement,
[07:53] the turning of the head, the turning of
[07:56] the body, maybe some arm movement as
[07:58] well. And if the model has any special
[08:01] emotes or toggles, I reserve those for
[08:04] last. And so for this cute little duck,
[08:06] I'll be rigging the eyes first. I'll be
[08:08] making it blink and wink. I first select
[08:11] the art meshes for the left eye. Left
[08:13] and right are actually flipped in live
[08:15] 2D if you're wondering. And then select
[08:18] the IL open parameter and click on this
[08:21] button to set the keys. And after that,
[08:24] I can start rigging. So, what I'm doing
[08:27] here is modifying the art mesh of the
[08:29] eye close layer and just making it fit
[08:32] to the eye open one. This is actually
[08:35] for the eye open key. But yeah, I'll be
[08:39] fixing that later. I just make it match
[08:41] so the transitions will look really
[08:43] smooth. Okay, this is the point where I
[08:45] realize that I did it wrong. So, what
[08:47] I'm going to do is to select a key and
[08:51] wait for that little menu to appear and
[08:55] click on reflect. And now it's on the
[08:58] proper key. Next thing I'm going to rig
[09:01] is the closed eye shape. I'm going to be
[09:04] using the deformed brush tool for this
[09:06] to easily manipulate the mesh. I try to
[09:09] hide the eye open layer inside the eye
[09:12] closed layer so it doesn't look jank.
[09:16] And then there you have it. Theisle open
[09:19] is rigged. And then I noticed that in
[09:21] between these keys, the eye open doesn't
[09:25] look super nice. So I'm just going to go
[09:28] to a certain value and then click on
[09:30] this button to set a key for the art
[09:34] meshes. And then right here, I am just
[09:36] going to be doing some cleanup. It is
[09:38] important to do the cleanup after you've
[09:41] rigged the main keys because if you do
[09:43] it at first, you would have to rig each
[09:46] key. And for this one, since the
[09:48] transitions have already been generated
[09:50] by Cubism, I can just easily set a key
[09:54] anywhere and make it look cleaner. The
[09:57] next time I'm going to rig is the eye
[09:59] smile. For art meshes and deformers, I
[10:02] usually don't go beyond keying more than
[10:05] three parameters to it because the
[10:07] combinations will get complicated. For
[10:09] example, all of those IL open keys are
[10:13] different for each IL smile value. So
[10:17] this set is different from this set. So
[10:20] it's important to just have maximum two
[10:24] parameters keyed to art meshes or
[10:26] deformers for beginners. And for the eye
[10:29] smile, I am just going to key that and
[10:32] use the deform brush tool to make the
[10:36] duck smile. And after that, just do the
[10:38] same thing for the other eye. And we're
[10:41] done. Doesn't that look so
[10:44] cute? And after we are done with the
[10:47] eyes, the next thing that we're going to
[10:49] rig is the mouth. I'm just going to
[10:51] select the bottom part of the beak and
[10:54] key it to mouth open. I'm going to be
[10:56] using the deform path edit. so I have an
[10:58] easier time controlling the art mesh.
[11:01] Just click on where you want your anchor
[11:04] points to be. And you have your
[11:05] deformation path. Make sure that you are
[11:08] at at value one. And then just move the
[11:11] anchor points to make the beak open. I'm
[11:14] then going to use the deform brush tool
[11:16] to modify the top part of the beak. And
[11:19] now the duck looks like it's opening and
[11:22] closing its mouth. After rigging the
[11:24] facial features, we can now move on to
[11:26] the physics. you know, all of the
[11:28] jiggling and stuff like that. It's
[11:30] important to rig the physics first
[11:33] because deformers can get pretty
[11:35] sensitive with the hierarchy. Physics
[11:38] movements are also generally under the
[11:42] control of the angle movements. So, for
[11:44] example, in my model, the hair swinging
[11:47] is categorized as a child movement of
[11:49] the head turning. Breaking the physics
[11:51] first allows you to avoid any problems
[11:54] with the deformer hierarchy because you
[11:57] always have to make sure that the
[11:59] movements the parent movements have big
[12:02] enough deformers that can cover the
[12:05] child movements or child deformers and
[12:07] art meshes. So for the physics I'm just
[12:10] editing some existing parameters over
[12:12] here changing the name and ID of the
[12:15] parameters. I'm going to be using just
[12:18] two parameters for the feathers. To
[12:20] start rigging the physics, we need to
[12:22] create deformers. So, select these parts
[12:24] which correspond to one of the feathers.
[12:27] After clicking on that, just rename your
[12:29] deformer. And make sure that as parent
[12:32] of selected object is selected. I also
[12:34] changed the number of conversion
[12:36] divisions to 6x6 because it it just
[12:39] looks neater because the vertices go
[12:42] through those green bezier control
[12:44] points. Deformermers have these
[12:46] properties that you can modify, namely
[12:49] the number of conversion divisions,
[12:51] bezier division number, and bezier edit
[12:55] type. Those are the most important ones
[12:57] for now. You can change the shape,
[12:59] scale, and orientation of the deformer
[13:01] by holding down on control and moving
[13:04] around the bezier points or the red
[13:07] bounding box thing. And after that, we
[13:09] can start rigging the physics itself.
[13:11] I'm going to key this deformer to the
[13:13] first feather parameter and then hold X
[13:18] and move the pivot point to there so I
[13:21] could make some really nice rotations.
[13:24] And you can see that there's some weird
[13:27] shrinking and
[13:30] inflating shrinking and scaling up going
[13:32] on. So to fix that, we go to this menu
[13:36] and click on extended interpolation.
[13:39] Choose ellipse interpolation. And I'm
[13:42] just going to set the points to three.
[13:45] And now it looks smoother. This is good
[13:48] to use when you are doing rotation
[13:50] movements using warp deformers. After
[13:53] that, key the deformer to the second
[13:55] feather parameter. And using the deform
[13:57] brush tool or maybe even moving the bezi
[13:59] control point, just move the tip of the
[14:03] feather. For physics in general, the
[14:05] first parameters are the bigger
[14:07] movements and then the movements get
[14:09] smaller and smaller and closer to the
[14:12] end of the object for the latter
[14:15] parameters. So the first parameter here
[14:17] is a big rotation at the root of the
[14:20] feather and then the second one is a
[14:22] smaller rotation closer to the end of
[14:24] the feather. That is one of the ways
[14:26] that you can rig physics. And after you
[14:28] rig both of those parameters, select
[14:30] both of them. Click on this menu and
[14:33] click on synthesize corners. Make sure
[14:35] that both of the parameters are there at
[14:37] the top and click okay. And now it's
[14:40] waving. And then we're going to do the
[14:42] same thing for the bigger feather. To
[14:45] actually make the feathers move, we need
[14:47] to go to the physics window. So click on
[14:50] modeling right here and click on physics
[14:53] settings. You'll see this window. The
[14:55] first thing you have to check is the
[14:57] FPS. We usually set it at 60 because
[15:00] that's what most VTubers use for
[15:03] tracking. The next thing that we're
[15:04] going to do is add a physics group for
[15:06] the feathers. So, click on that button
[15:09] and rename it to feathers. The first
[15:12] thing that we're going to do is add the
[15:15] inputs, the parameters that will control
[15:17] the movement of the feathers. For this
[15:20] one, it's going to be angle X, Y, and Z.
[15:23] For more complex models, there are going
[15:25] to be separate physics group for each
[15:27] angle, but usually it's angle X and Z
[15:30] and then angle Y. Make sure that your
[15:33] effectiveness is not zero. And for each
[15:36] angle input type, it should sum up to
[15:38] 100. You can see here that angle X and Y
[15:41] are at 50. That adds up to 100 and angle
[15:44] Z is at 100 cuz it's the only input
[15:46] parameter for the angle type. And then
[15:49] we're going to add two pendulums for the
[15:51] two parameters. And lastly, add the two
[15:54] parameters as an output. I'm going to
[15:57] drag my mouse around. And you can see
[16:00] that the feathers are shaking. You can
[16:02] click on increase or decrease output
[16:05] over here just in case the output
[16:07] numbers right there are below or above
[16:10] 100. And after that, I'm just going to
[16:12] play around with the pendulum settings.
[16:14] Duration is the length of the pendulum.
[16:16] Shaking influence is how much it shakes.
[16:19] Reaction time is how fast it responds to
[16:22] the input. And then acceleration is just
[16:24] how fast it shakes and goes back to its
[16:27] original position. Just in case you want
[16:29] to reset everything for the output
[16:32] settings, you can just click on reset
[16:34] magnification and reset output maximum.
[16:36] And there we have it. I'm pretty
[16:38] satisfied with that. And now I'm going
[16:40] to continue rigging the physics for
[16:42] other parts of the model.
[16:55] Just take note of how I created the
[16:57] deformers for this one. The rotation
[16:59] deformer of the knife is under the
[17:02] rotation deformer of another wing
[17:05] because the wing rotation deformer is
[17:07] apparent movement of the knife. And you
[17:10] can see here that the knife is
[17:12] influenced by the wing deformer. And
[17:14] then modifying the rotation deformer of
[17:16] the knife controls just the knife. And
[17:18] then I change the pivot point of the
[17:20] rotation deformers by holding down on
[17:22] control and selecting the center of the
[17:25] deformer and dragging them to where I
[17:27] want them to be. And after that, we just
[17:29] need to create two more parameters for
[17:32] the wings and rig them like so. And just
[17:35] like what we did earlier, just create
[17:37] some physics group, put in the inputs,
[17:40] create pendulums, and assign the physics
[17:43] parameters as outputs. And after that,
[17:46] you can just play around with the
[17:48] settings until you get the movement that
[17:50] you want. And there we have it. It's
[17:54] jiggling. I'm going to do the same thing
[17:57] for the tail, but I'll be putting it
[17:59] under a warp deformer this time. and we
[18:02] are going to key it under the feather
[18:04] parameters. For this one, you don't need
[18:07] to create new physics groups for the
[18:09] tail. And after that's done, we can
[18:11] proceed with rigging the turning of the
[18:14] model. I'm going to select all of the
[18:17] facial features and put them in a single
[18:20] deformer. And I'm going to key that
[18:22] deformer to angle X first. rig that by
[18:27] moving things
[18:29] around and then key it to angle Y and
[18:34] rig. I created a separate deformer for
[18:37] the beak because I want the beak to move
[18:39] differently compared to the rest of the
[18:41] face because the beak is going to be
[18:43] more forward. I do still want it to be
[18:46] controlled by this main face XY
[18:49] deformer. So I create a deformer under
[18:51] it. And lastly, since the head is going
[18:54] to be moving in a different way than the
[18:56] face, I create a separate deformer for
[18:59] that that is not under any other
[19:01] deformer. And I just rig the angle X and
[19:04] Y for the face and the head.
[19:25] After rigging those two parameters, I
[19:28] select both of them and synthesize
[19:30] corners. Sometimes the corners that you
[19:32] synthesize don't have the best results.
[19:35] So you can go to those corners and make
[19:38] the modifications that you want. And
[19:40] after that, we'll be rigging angle Z.
[19:43] Select the face XY and head XY deformers
[19:46] and create a parent rotation deformer. I
[19:49] noticed that the default name of the
[19:51] rotation deformer is labeled as eyes. So
[19:55] that just means that the rotation
[19:56] deformer is being created under the eyes
[19:59] folder in the parts palette. So at this
[20:02] point, it's a good idea to just look at
[20:06] everything, create new folders, and
[20:08] organize your deformers. Be careful not
[20:10] to drag deformers under other deformers,
[20:13] or else you might mess up your
[20:15] hierarchy.
[20:16] And right here you can just hold on
[20:18] control and put the rotation deformer in
[20:20] different places and rotate the deformer
[20:23] to figure out what has the best look for
[20:26] the head tilting. Then you can enter
[20:28] specific quantities of angles here to
[20:31] have a consistent amount of rotation.
[20:33] And after that we are going to rig the
[20:35] squishing of the model. I reserve this
[20:38] as a last step. Even though it is
[20:41] technically physics, I reserve this as
[20:43] the last step because it needs to cover
[20:45] all of the deformers that's in the
[20:48] model. So I need to create a deformer
[20:51] that is quite big and covers all of the
[20:54] movements of its child deformers because
[20:56] the whole model is going to squish and
[20:58] move. Then I create four parameters. Two
[21:01] parameters for the X direction squishing
[21:04] and then two parameters for the Y
[21:06] direction squishing. Feel free to resize
[21:08] your deformer. It doesn't need to be
[21:11] very small. It can be as big as you want
[21:13] to give yourself some allowance in case
[21:15] you want to create more child deformers.
[21:18] So just select the body squish deformer
[21:20] and key it to the squish parameters and
[21:24] rig them like that. And after that I
[21:27] create the physics group for the squish.
[21:29] And this time the inputs are just going
[21:31] to be angle X and angle Z. create your
[21:34] pendulums and put the squish x
[21:37] parameters there. And now the duck is
[21:41] swaying swinging. Now we do a similar
[21:44] thing for the squish Y, but this time
[21:46] create a new deformer called body squish
[21:49] Y. And you can takeick off this option
[21:52] so you don't have to worry about the
[21:54] size of the deformer. And then you can
[21:56] proceed to rig, create the physics
[21:58] groups and the pendulums and all of
[22:01] that. And your model is done. Isn't the
[22:05] duck very, very cute? Do you guys think
[22:08] the duck is menacing? Thank you so much
[22:10] for watching the segment. So now I'm
[22:12] just going to be answering some
[22:14] questions that I've received in the
[22:16] previous leg of the event. And one of
[22:19] the questions I was asked was, "What's
[22:22] the most interesting model you've ever
[22:23] worked on?" I remember that my answer
[22:26] was um Bows Bow mascot. It is the most
[22:29] interesting model I've worked on because
[22:32] of the water there. It's It was actually
[22:35] my first time rigging liquid. It was
[22:37] like a pretty long process because like
[22:40] how do I even rig liquid? How do I make
[22:43] the liquid look really liquid? Another
[22:46] question I was asked was what hardware
[22:48] do you use for rigging? So, currently
[22:51] I'm using a display tablet. Some of you
[22:53] guys might have caught that earlier. And
[22:55] I'm also using a Turbox. A Turbox is
[22:59] super useful when the program that
[23:01] you're using has a lot of hotkeys and
[23:02] you don't really, you know, want to make
[23:04] weird positions with your fingers. Yeah,
[23:07] it's been like one of the best things
[23:09] I've gotten to really speed up my
[23:11] workflow. Another question was, what
[23:13] made you want to learn live 2D?
[23:15] Basically, I was really broke. I didn't
[23:18] really have money to have a VTuber model
[23:21] made. It's not like a lot of people had
[23:24] live 2D commissions open at the time I
[23:26] started. I wanted to become a VTuber
[23:29] because I saw clips of Peekora from Hol
[23:32] live on YouTube and I was like, "Oh, I
[23:34] want to be an anime girl." So, I just
[23:37] watched some really, really old
[23:39] tutorials on YouTube. Tried to create my
[23:42] own V2 model and documented the whole
[23:44] process. That's how it all started. Is
[23:46] it okay to use old versions of Live 2D
[23:48] or is it recommended to use the latest
[23:50] version? I personally don't always use
[23:53] the latest version because sometimes
[23:55] there would be new features that would
[23:57] bug out and not make light 2D work as
[24:00] intended. So I I wait a bit really
[24:03] before updating until I see a feature
[24:05] that I really really like. But if you
[24:08] are collaborating with a lot of people
[24:10] like what I do in my guild, uh we have
[24:12] to make sure that we use like roughly
[24:15] the same version so nothing breaks when
[24:18] we're exchanging files. What's the
[24:20] average amount of time it takes for you
[24:22] to fully rig a model? I haven't been
[24:25] closely tracking some of the projects
[24:27] I'm working on, but the last time I
[24:30] checked, it takes me roughly around 60
[24:32] to 100 hours. I know that's like a huge
[24:36] range, but it highly depends on the
[24:38] complexity of the model. Quite related
[24:40] to that question, do you still get some
[24:42] sleep with all of the complex rigging?
[24:44] Um, surprisingly I do. Sleep is one of
[24:49] the things that I can't really, you
[24:51] know, give up. That applies to, you
[24:54] know, with other things that you do.
[24:56] Sleep is something that you shouldn't
[24:58] compromise on. Like, please, I'm telling
[25:01] you, even in college, I think I only
[25:04] pulled an allnighter once and that was
[25:07] like the absolute last option. And
[25:10] lastly, what advice do you have for
[25:11] someone who wants to start a career in
[25:13] Vtuber rigging or Vtubing in general?
[25:15] For V superri rigging, I highly
[25:17] recommend that you to learn how to
[25:20] properly communicate with clients. I'm
[25:22] pretty sure there are resources out
[25:24] there for that. And also behaving
[25:26] professionally, like not ghosting your
[25:28] clients for a really long time. And also
[25:31] making sure that you have a good terms
[25:33] of service before you start. And when
[25:35] you're starting out, it's okay to kind
[25:37] of announce that, oh, I'm I'm doing this
[25:40] service for free or for a really low
[25:42] price, so I could have something on my
[25:44] portfolio that's okay to do. That's
[25:47] actually how I started. Like, imagine, I
[25:50] only charged like $100 or $200 for art
[25:55] and rig for a VTuber model, which is
[25:57] very, very far from what I charge now.
[26:00] Also carefully consider how you price
[26:02] your stuff. So you'll be kind of
[26:05] balancing, you know, pricing based on
[26:07] your notoriety or your demand and also
[26:11] the skill level that you're at. As for
[26:13] starting a career in Vtubing, I I don't
[26:16] really have advice that's going to
[26:17] guarantee your success, but for content
[26:19] in general, I highly advise, just from
[26:22] what I've observed, I don't really apply
[26:24] these since I barely have any time for
[26:27] creating content. A lot of the people I
[26:29] see that kind of gain popularity, there
[26:32] are pretty consistent with the content
[26:33] that they put out. So, they make a ton
[26:35] of YouTube shorts and then post like
[26:37] every other day or three times a week.
[26:40] And also try posting a lot of different
[26:42] kinds of content. So, you can kind of
[26:44] just see what kind of I don't know what
[26:47] do you call that strikes
[26:49] accord with with whatever audience these
[26:53] platforms give you. And yeah, that is it
[26:57] for my segment. I hope you guys are
[26:59] currently having a fun time. And again,
[27:01] I hope that this segment helped you
[27:04] understand the inner workings of Live TV
[27:07] and creating a BT model. I'll see y'all
[27:10] next time. I don't know. If you guys
[27:13] want to see me rig and do commissions, I
[27:16] go live on Twitch every weekish. Yeah,
[27:20] I've been consistent with it recently.
[27:22] And I also do art and illustrations and
[27:24] merch making and stuff like that. Bye
[27:27] guys.
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