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[Live2D Tutorial] 180°(90°) head turn rigging

Transcribed Jun 14, 2026 Watch on YouTube ↗
Advanced 18 min read For: Experienced Live2D riggers who have completed a beginner series and want to add side profile head turns to their VTuber models.
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AI Summary

This tutorial demonstrates how to rig a 180° (or 90°) head turn for a Live2D VTuber model. The creator shares their personal workflow, including layer preparation, deformer hierarchy, key framing, and corner synthesis, while noting that 45° is sufficient for streaming but a full side profile adds polish.

[00:00]
Tutorial Scope

The tutorial covers rigging a 180° head turn, though 45° is sufficient for streaming. The creator notes this is a niche feature that can command over $400.

[00:44]
Prerequisites

Viewers should follow the beginner series for head XY deformer hierarchy. This is not a beginner tutorial.

[01:07]
Layer Preparation

Create a side profile sketch for reference. Include nose line, nose base, side profile underfills, and lip underfills.

[01:31]
Importing and Aligning

Import the PSD into Live2D, delete background, recolor sketch for visibility, and align with the model.

[02:26]
Expanding Angle X

Edit the angle X parameter to min/max 60. Select all attached items, add three key points, and slide to the left to start rigging the side profile.

[03:00]
Deforming Head XY

Deform head XY to match the side profile. Nose XY is separate, so deform it individually. Hide nose mask by lowering opacity in multiple key editing.

[04:08]
Deforming Eyes and Eyebrows

Deform eyes XY and eyebrows XY to match the side profile. Anything attached to angle XY can be deformed directly.

[04:39]
Mouth Side Deformer Issue

Creating a mouth side deformer inside head XY causes weird stretching due to parent squish. Solution: drag it outside head XY.

[05:40]
Fixing Hair Overlap

Use invert mask of side nose on hair. For longer hair, adjust draw order. Separate left/right hair and copy a thick portion to cover gaps.

[07:04]
Horizontal Reflection

Once one side is done, horizontally reflect by selecting everything attached to angle X (except asymmetrical like pupils) and using reflect function.

[08:52]
Synthesizing Corners

After both sides are done, synthesize corners. Make nose invisible temporarily. Use a blend shape parameter 'Corners' to copy tilting motions from angle Y to side profiles.

[10:50]
Manual Adjustments with Deform Brush

After synthesis, use deform brush instead of green dots to avoid bugs. Fix folding by selecting non-folding parts and using shift copy-paste.

[11:54]
Fixing Mouth Open Bug

Mouth open at side profile causes lower lip folding. Move deformer dots lower to fix.

[12:33]
Nose and Mouth Side Outside Head XY

Drag nose and mouth side outside head XY to avoid spherical distortion. Add missing parameters and resynthesize corners for nose.

[13:18]
Adjusting Mouth Open

Attach two key frames to mouth open on lower lip and underfill, drag down when mouth opens. Also deform inner mouth XY.

[13:50]
V Bridger Parameters

If using V Bridger, consider parameters like mouth X, mouth shrug, cheek puff, jaw open for nose and side mouth.

[14:20]
Hair at Four Corners

After corner synthesis, drag hair outside head XY for easier adjustment with deform brush.

[15:21]
Emotes with Side Profile

Create a deformer for emotes, attach to all X and Y key points, drag outside head XY, shift copy-paste to avoid folding, then reflect and synthesize corners only for emotes.

[16:16]
Ear Layering Fix

Move ears behind face but in front of hair layer. Inverse clip ears to hair. Indent skull to fix bald spot.

[16:43]
Final Detail Fixing

Add a key point near -60 (e.g., -50) for common resting position. Adjust cheeks and nose. Each key point on angle X adds two on angle Y.

[17:14]
Export and Tracking Fix

Invert angle Y and angle Z at side profile for correct nodding. Use V Bridger functions (hamster crumbs) for accurate tracking, or skip if not needed.

[17:51]
Final Adjustments

Adjust range of face left/right rotation (angle X) and body X. Expect bugs and iterate.

Rigging a 180° head turn in Live2D is a complex but rewarding process that involves meticulous deformer hierarchy, key framing, and corner synthesis. Expect to find and fix many bugs, but the result adds significant polish to a VTuber model.

Clickbait Check

85% Legit

"Title promises 180° head turn tutorial and delivers exactly that, though creator admits 45° is sufficient for streaming."

Mentioned in this Video

Tutorial Checklist

1 01:07 Create side profile sketch with nose line, nose base, underfills, and lip underfills.
2 01:31 Import PSD into Live2D, delete background, recolor sketch, align with model.
3 02:26 Edit angle X parameter to min/max 60. Select all attached items, add three key points, slide to left.
4 03:00 Deform head XY to match side profile. Deform nose XY separately. Hide nose mask by lowering opacity in multiple key editing.
5 04:08 Deform eyes XY and eyebrows XY to match side profile.
6 04:39 For mouth side deformer, drag it outside head XY to avoid weird stretching.
7 05:40 Fix hair overlap: use invert mask of side nose on hair. For longer hair, adjust draw order and separate left/right hair.
8 07:04 Horizontally reflect the side profile: select everything attached to angle X (except asymmetrical), use reflect function.
9 08:52 Synthesize corners: select all attached to angle X, synthesize corners. Make nose invisible temporarily.
10 09:20 Create blend shape parameter 'Corners' on head XY. Copy tilting motions from angle Y to side profiles using shift copy-paste.
11 10:50 Use deform brush for manual adjustments. Fix folding by selecting non-folding parts and shift copy-paste.
12 11:54 Fix mouth open bug: move lower lip deformer dots lower to prevent folding.
13 12:33 Drag nose and mouth side outside head XY. Add missing parameters and resynthesize corners for nose.
14 13:18 Attach two key frames to mouth open on lower lip and underfill, drag down when mouth opens.
15 14:20 After corner synthesis, drag hair outside head XY for easier adjustment.
16 15:21 For emotes: create deformer, attach to all X and Y key points, drag outside head XY, shift copy-paste to avoid folding, reflect, synthesize corners only for emotes.
17 16:16 Fix ear layering: move ears behind face but in front of hair. Inverse clip ears to hair. Indent skull if needed.
18 16:43 Add key point near -60 (e.g., -50) for common resting position. Adjust cheeks and nose.
19 17:14 Invert angle Y and angle Z at side profile for correct nodding. Use V Bridger functions if needed.
20 17:51 Adjust range of face left/right rotation (angle X) and body X. Test and fix bugs.

Study Flashcards (10)

What is the recommended minimum angle for streaming head turns?

easy Click to reveal answer

45°

00:02

What parameter range is used for angle X in this tutorial?

easy Click to reveal answer

Minimum -60, maximum 60

02:26

Why should the mouth side deformer be dragged outside head XY?

medium Click to reveal answer

To avoid weird stretching caused by the squished parent deformer.

04:39

What function is used to copy tilting motions from angle Y to side profiles?

hard Click to reveal answer

Blend shape parameter 'Corners' with shift copy-paste.

09:20

What tool should be used instead of green dots after corner synthesis?

medium Click to reveal answer

Deform brush

10:50

How do you fix the mouth open bug at the side profile?

medium Click to reveal answer

Move the lower lip deformer dots lower to prevent folding.

11:54

What is the purpose of the 'Corners' blend shape parameter?

hard Click to reveal answer

To copy tilting motions from angle Y to the side profiles for corner synthesis.

09:20

How do you fix hair overlapping the nose?

medium Click to reveal answer

Use an invert mask of the side nose on the hair.

05:40

What should you do with emotes to make them work with the side profile?

hard Click to reveal answer

Create a deformer for emotes, attach to all X and Y key points, drag outside head XY, shift copy-paste, reflect, and synthesize corners only for emotes.

15:21

What is the final step before exporting regarding angle Y and angle Z?

medium Click to reveal answer

Invert angle Y and angle Z at the side profile for correct nodding.

17:14

💡 Key Takeaways

💡

45° is sufficient for streaming

Provides a practical benchmark for VTubers who don't need full 180° turns.

00:02
📊

Side profile can command over $400

Highlights the market value of this niche rigging skill.

00:36
💬

Trust the process

Emphasizes the iterative and sometimes frustrating nature of rigging side profiles.

03:00
🔧

Child deformer squish issue

Explains a common bug where children of squished parents stretch weirdly, and offers a fix.

04:39
🔧

Blend shape trick for corners

Innovative method to copy tilting motions to side profiles using blend shapes.

09:20
🔧

Use deform brush instead of green dots

Avoids a Live2D bug where green dots cause issues after corner synthesis.

10:50
🔧

Emote deformer outside head XY

Shows how to handle emotes separately to avoid folding and maintain quality.

15:21

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

180° Head Turn: Flex or Practical?

45s

Opens with a bold claim about charging over $400 for a niche feature, sparking curiosity and debate.

▶ Play Clip

Fix Weird Warping with This Trick

60s

Reveals a clever workaround for a common Live2D bug, offering immediate value to viewers.

▶ Play Clip

Synthesize Corners Without the Headache

60s

Demonstrates a time-saving technique for corner synthesis, a pain point for many riggers.

▶ Play Clip

Final Fix: Invert Angle Y for Perfect Tracking

60s

Shares a pro tip to fix a common tracking issue, saving viewers hours of troubleshooting.

▶ Play Clip

[00:00] guys I have a tutorial for the new life

[00:02] 2D meta 180° head turn Okay joking to be

[00:07] honest a 45° angle is sufficient for

[00:10] streaming but just in case you don't

[00:11] want your model to be stuck perpetually

[00:13] on this angle and you want your viewers

[00:15] to go wo your model can turn to the side

[00:18] then I got a tutorial for

[00:20] you 180° is more of a flex than actually

[00:24] being practical or if you're bigger it

[00:28] could be an addition to your commission

[00:29] price list obviously charge where you're

[00:32] comfortable with charging but once you

[00:34] master this you can easily charge over

[00:36] 400 USD for this fature you know just a

[00:39] starting price recommendation since it's

[00:41] pretty Niche okay so for this tutorial

[00:44] I'm going to expand on poooo you may

[00:46] need to follow my beginner series at

[00:48] least the head x white part to

[00:50] understand my deformer hierarchy and I

[00:53] would not classify this as a beginner

[00:55] tutorial because it's kind of difficult

[00:57] bro also this tutorial is my own process

[01:00] I haven't watched other tutorials but if

[01:02] you have better methods let me

[01:04] know so first the layer preparation I

[01:07] made this side profile sketch for

[01:09] reference definitely recommend it if

[01:11] it's your first time and I also have the

[01:13] nose line and nose base that I'm going

[01:15] to turn into the side nose and last I

[01:18] have the entire side profile as

[01:20] underfill as well as upper lip and lower

[01:22] lip and their coding underfills you

[01:24] could get away without this folder like

[01:26] my model didn't have it but just for

[01:29] consistency sake so now we can go ahead

[01:31] and import the PSD onto my poooo

[01:35] model and delete the background and I'm

[01:38] just recoloring my sketch so that it's

[01:40] more visible then adjust my imported

[01:43] file to align with the

[01:46] model some standard

[01:48] meshing more

[01:52] centering then put the layers in their

[01:54] recording folders and deformers nose

[01:57] line and nose base goes in nose and

[01:59] previously already have a nose line so I

[02:02] don't really need the new one I just

[02:03] delete that also put the nose base in

[02:05] nose XY then put all the under fills in

[02:08] one folder and put it under the

[02:17] face and the mouth side just over the

[02:20] face

[02:23] base okay now I'm going to expand angle

[02:26] X so edit the parameter and turn the

[02:30] maximum and minimum to 60 and

[02:36] 60 then right click on the parameter

[02:40] select to select everything attached to

[02:43] the parameter then add three key points

[02:45] to cover up the maximum and minimum

[02:48] slide all the way to the left and we're

[02:49] going to start rigging this side profile

[02:52] just adjusting my reference a bit more I

[02:55] forgot how you make a guide image out of

[02:57] a layer instead of reimporting the whole

[02:59] PS

[03:00] so I'm just locking it and I start

[03:02] deforming on my head XY this is the most

[03:06] trust the process thing I have to do in

[03:08] my whole rigging career and also because

[03:10] my nose XY is not inside of head XY so I

[03:13] have to individually deform that so I

[03:16] realized my nose mask is popping out but

[03:18] that didn't need to be seen so I lowered

[03:21] the opacity to zero and after adding key

[03:24] points and deforming my nose base I

[03:27] realized that my nose mask is only

[03:29] invisible at that one key point so I

[03:32] went into multiple Keys editing and

[03:35] lowered the opacity in there so that it

[03:37] applies to all my key forms so as you

[03:40] can see there are a lot of things you

[03:42] have to fix to hide the face line I just

[03:45] inverse clipped it to my side

[03:54] mouth so I tried to do most of the

[03:56] rigging on head XY just because after

[03:59] four corner synthesizing I can do all

[04:01] the four corner adjustments on head XY

[04:04] and keeping it minimal on all the other

[04:06] deformers okay and I finally had enough

[04:08] of him staring to my soul so I'm just

[04:10] going to deform eyes XY and also

[04:14] eyebrows

[04:15] XY so basically anything that was

[04:18] attached to angle XY beforehand I can

[04:21] just directly deform at the side profile

[04:26] too and that includes my Iris XY

[04:31] so continue adjusting anything that you

[04:33] think needs

[04:36] adjustments for the mouth side I created

[04:39] a deformer and I put that in head XY and

[04:43] I gave it key points but I soon realized

[04:45] that it's doing this really weird effect

[04:47] when it's in head XY when you're

[04:49] adjusting things inside of head XY the

[04:52] things that are close to the squished

[04:54] border basically um they're going to do

[04:56] this weird effect where they're going to

[04:58] stretch and then come back

[05:00] and that's because the children of the

[05:01] squished parent deformer is moving and

[05:04] it's like following that squished

[05:06] movement that the parent deformer had so

[05:08] for the mouth side I just drag it

[05:10] outside of head XY and it's good but for

[05:13] the minor stuff like the hair we can

[05:14] leave it inside of head X Y because when

[05:17] we synthesize Corners we'll need to put

[05:19] everything back in head X Y again and

[05:21] then synthesize and only afterwards we

[05:24] can drag it outside so it fixes the

[05:27] weird warping motion so all this to say

[05:30] as long as a child object is attached to

[05:33] the same parameters as its parents it

[05:35] doesn't matter if it's inside the parent

[05:37] anymore okay and just continue rigging

[05:40] until your model matches your reference

[05:43] picture and to fix you know the hair

[05:46] overlapping your nose I'm basically just

[05:49] putting an invert mask of my side nose

[05:51] onto my hair also put the underfill as a

[05:54] mask

[05:56] too this solution is good for short hair

[05:59] but if it's longer hair you might want

[06:01] to play with the draw order like in this

[06:04] example later on I'm going to use this

[06:06] piece of hair to cover up that Gap but

[06:10] first I have to separate my left hair to

[06:12] right hair so I just copied it and

[06:14] erased half for one and then erase the

[06:17] other half for the

[06:21] other and when I turn to the right I'm

[06:24] going to lower the draw order just by

[06:26] one if you have other hair that's on the

[06:28] back that's over lapping you can lower

[06:30] those by two now I'm going to choose a

[06:34] portion of the hair when it's still

[06:36] pretty thick shift control C and then

[06:39] shift control V at the side profile so

[06:43] that it stays thick and covers up

[06:45] whatever I need to cover and just you

[06:47] know fix all the minor things you need

[06:49] to fix attention to detail you know side

[06:52] profile is not a hard concept to do but

[06:56] there's just so much fixing in all the

[06:58] details that it's pretty time consuming

[07:01] I would say okay so back to when we only

[07:04] had one side profile we are going to

[07:07] horizontally flip it once you're done so

[07:10] right click on angle X select everything

[07:12] uh deselect the ones that are not

[07:16] symmetrical like pupil XY but it's okay

[07:19] if you miss them because we can always

[07:20] fix it later so horizontally reflect I

[07:24] definitely missed the

[07:25] ears so to fix the weird reflected stuff

[07:29] you can go to x at 30 shift control C

[07:33] then go back to 60 and shift control

[07:42] V and as for this side mouth you can

[07:45] just flip it yourself or I reflected it

[07:49] control shift C undo and then control

[07:52] shift

[07:58] V e

[08:49] and when you are done with your two side

[08:52] profiles it is now time to synthesize

[08:55] Corners so right click on angle X again

[08:57] select everything synthesize

[09:00] corners and um it's going to look

[09:02] something like this okay my nose is

[09:04] having some problems but it's okay don't

[09:07] worry about that for now actually I

[09:09] recommend making the nose invisible and

[09:11] we're going to come back to those later

[09:13] and we are now going to adjust the Four

[09:17] Corners the scariest part so I kind of

[09:20] came up with this trick so make a new

[09:23] parameter call it Corners check blend

[09:25] shape on head XY add three key points go

[09:29] to angle X at -30 and angle Y at 30

[09:32] control shift C and then go to Corners

[09:35] at 30 control shift V so because blend

[09:38] shapes will register movements

[09:40] regardless of other parameter key points

[09:42] as long as I register this tilting

[09:44] motion I can go to the side profile and

[09:47] apply that tilting motion here okay but

[09:49] we're going to do the same for angle Y

[09:51] at -30 so shift copy it and paste it on

[09:55] Corners at -30 so it's going to look a

[09:57] bit something like this obviously the

[09:59] nose is messed up but it's okay we're

[10:01] going to fix the nose later so I just

[10:03] made the nose visible and now I'm going

[10:04] to use the blend shape to like choose a

[10:07] point in the model where I feel like it

[10:09] fits the tilting at the side profile crl

[10:12] shift C and go back to angle X at -60 Y

[10:16] at 30 Corners at zero and control shift

[10:19] v um play around with the head to see if

[10:22] the motion is smooth um and I feel like

[10:25] I could use a bit more tilting so I just

[10:28] used my Corner blend shape again and

[10:31] then shift copy paste it so the same

[10:34] thing with angle Y at -30 um this time

[10:37] the corners is at -30 and I choose a

[10:40] point and shift copy paste

[10:44] it so now the general tilting motion is

[10:48] done I'm going to start manually

[10:50] adjusting things but you're going to

[10:52] notice that life 2D does not like your

[10:54] deformers overlapping and when you use

[10:56] the green dots it's going to have this

[10:58] weird bug so we cannot use the green

[11:00] dots now we're going to use deform

[11:03] brush okay but before this folded face

[11:07] Shadow is bugging me very much and

[11:09] that's because of how head XY is just

[11:12] folding upon itself so I'm going to fix

[11:14] this by selecting the folding part find

[11:18] a spot where it's not folding upon

[11:20] itself control shift C and control shift

[11:24] V so do the same for the upward tilting

[11:28] I find that the hair is

[11:30] folding too much upon itself over here

[11:34] so I just select it a part of the face

[11:37] and shift copy paste it you can probably

[11:40] tell by now that this is my favorite

[11:42] function to use in live 2D and the free

[11:44] version does not have this function so

[11:46] make use of the free trial please and

[11:50] now I finally remember to check how the

[11:52] mouth open looks at the side profile and

[11:54] I realized that there's this bug thingy

[11:58] and it's because of of the lower lip

[12:00] folding upon itself you really need to

[12:03] find the root of these problems and for

[12:06] me I think it's because these dots are

[12:09] too close when the mouth opens so I just

[12:11] need to move it lower

[12:31] okay now I'm going to make my nose and

[12:33] mouth side visible um they look

[12:35] atrocious um because they're inside of

[12:38] head XY and following head xy's

[12:40] spherical motion which does not fit the

[12:43] nose so we're going to drag that outside

[12:45] and resynthesize corners only for the

[12:48] nose and here I realized I haven't added

[12:50] all the parameters from outside so I'm

[12:52] going to go ahead and add angle y so

[12:55] that it will inherit the angle y from

[12:57] nose XY

[12:59] and so now I can drag it

[13:01] outside so at this point this is my

[13:04] hierarchy now I can start manually

[13:07] adjusting the nose along with the face

[13:10] you know everything else later

[13:16] on I'm going to skip ahead a little bit

[13:18] to adjust the mouth the way I have it

[13:21] set up it's pretty straightforward just

[13:24] attach two key frames to mouth open on

[13:27] the lower lip and its underfill and just

[13:29] drag it down when the mouth

[13:33] opens and my epis also had some movement

[13:36] so I just mve that

[13:38] too and I forgot to do this here but you

[13:41] should also probably deform the inner

[13:44] mouth XY bit

[13:47] more if you have V Bridger you have to

[13:50] consider the V Bridger parameters too a

[13:53] mouth X mouth shrug cheek puff and jaw

[13:56] open probably need the nose and the side

[13:59] mouth to also be attached to it and do

[14:01] some

[14:17] movements now we need to adjust the hair

[14:20] at the Four Corners you're going to

[14:22] notice a bit difficulty when you're

[14:24] trying to adjust the hair while it's

[14:25] still inside of head XY and we only

[14:28] needed it inside of head XY to synthesiz

[14:30] Corners now that's done we can drag it

[14:32] outside of head

[14:36] XY and just continue deforming with the

[14:39] brush

[15:03] so when I'm riging the ears I also drag

[15:06] that outside of head

[15:18] XY so we're almost done at this point

[15:21] you're going to notice that the emotes

[15:23] are not working well with the side

[15:24] profile so what I do is that I make a

[15:28] deformer on top the

[15:30] emotes and let's pretend there are other

[15:32] emotes inside this deformer like scared

[15:34] and stuff so I'm going to attach it to

[15:37] all my X and Y key points drag that

[15:40] outside of head XY shift copy paste a

[15:43] point where it's not folding as much

[15:46] like it's going to come off the face a

[15:47] little bit but it's okay in my opinion

[15:51] it's just a minor little thing it's

[15:53] better than it folding upon itself yeah

[15:55] so I reflect the motion and I drag the

[15:58] Emos for back in head XY to synthesized

[16:01] corners only for the emotes do not ever

[16:03] touch the head XY synthesized Corners

[16:05] ever again and when that's done I can

[16:08] drag my emotes outside of head

[16:13] XY so another thing I found out while

[16:16] testing is that my ears will go through

[16:18] the face um because it's layered in

[16:20] front of the face so I'm going to move

[16:22] it to the back of the face um but I also

[16:26] want it in front of that layer of hair

[16:28] so I'm just just going to inverse clip

[16:30] my ears to that

[16:33] hair but then his balding head is string

[16:36] through so I just indented his skull

[16:40] yeah that's a fix so one last little

[16:43] detail fixing you can do is you can add

[16:46] a key point to somewhere really close to

[16:49] - 60 like 50 because I find that while

[16:53] tracking your face rests at around this

[16:56] key Point fairly often so you will want

[16:58] it to look perfect like make the cheeks

[17:00] puffier and pay more attention to the

[17:02] nose but do remember that each key point

[17:05] you add on angle X um there's two more

[17:08] on angle y you have to rig so let's say

[17:11] you are finally ready to export while

[17:14] put all the textures in the textures

[17:16] Atlas you would want to invert the angle

[17:19] Y and angle Zed at side profile because

[17:23] you'll notice when you nod there that's

[17:25] still tracking angle y but angle y side

[17:27] profile is tilting instead of doing it

[17:29] in live 2D I have been told a much

[17:32] easier way which is to do it with v

[17:34] Bridger functions I followed the amazing

[17:37] hamster crumbs functions and it saves my

[17:39] Life Link in the description just if you

[17:42] want more accurate side profile tracking

[17:44] but honestly if you don't want to pay

[17:46] for custom V Bridger you can get away

[17:48] without this and finally the last thing

[17:51] to do is to adjust the range of face

[17:55] Left Right rotation which is angle X and

[17:58] also B body X and you are done

[18:02] congratulations okay actually you're

[18:04] probably going to find more bugs when

[18:05] you're testing uh and you're going to go

[18:07] back to Lefty and fix it like I probably

[18:11] forgot things too and it's not super

[18:13] polished like some hair is kind of bad

[18:15] looking but it's okay good luck guys

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