180° Head Turn: Flex or Practical?
45sOpens with a bold claim about charging over $400 for a niche feature, sparking curiosity and debate.
▶ Play ClipThis 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.
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.
Viewers should follow the beginner series for head XY deformer hierarchy. This is not a beginner tutorial.
Create a side profile sketch for reference. Include nose line, nose base, side profile underfills, and lip underfills.
Import the PSD into Live2D, delete background, recolor sketch for visibility, and align with the model.
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.
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.
Deform eyes XY and eyebrows XY to match the side profile. Anything attached to angle XY can be deformed directly.
Creating a mouth side deformer inside head XY causes weird stretching due to parent squish. Solution: drag it outside head XY.
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.
Once one side is done, horizontally reflect by selecting everything attached to angle X (except asymmetrical like pupils) and using reflect function.
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.
After synthesis, use deform brush instead of green dots to avoid bugs. Fix folding by selecting non-folding parts and using shift copy-paste.
Mouth open at side profile causes lower lip folding. Move deformer dots lower to fix.
Drag nose and mouth side outside head XY to avoid spherical distortion. Add missing parameters and resynthesize corners for nose.
Attach two key frames to mouth open on lower lip and underfill, drag down when mouth opens. Also deform inner mouth XY.
If using V Bridger, consider parameters like mouth X, mouth shrug, cheek puff, jaw open for nose and side mouth.
After corner synthesis, drag hair outside head XY for easier adjustment with deform brush.
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.
Move ears behind face but in front of hair layer. Inverse clip ears to hair. Indent skull to fix bald spot.
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.
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.
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.
"Title promises 180° head turn tutorial and delivers exactly that, though creator admits 45° is sufficient for streaming."
What is the recommended minimum angle for streaming head turns?
45°
00:02
What parameter range is used for angle X in this tutorial?
Minimum -60, maximum 60
02:26
Why should the mouth side deformer be dragged outside head XY?
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?
Blend shape parameter 'Corners' with shift copy-paste.
09:20
What tool should be used instead of green dots after corner synthesis?
Deform brush
10:50
How do you fix the mouth open bug at the side profile?
Move the lower lip deformer dots lower to prevent folding.
11:54
What is the purpose of the 'Corners' blend shape parameter?
To copy tilting motions from angle Y to the side profiles for corner synthesis.
09:20
How do you fix hair overlapping the nose?
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?
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?
Invert angle Y and angle Z at the side profile for correct nodding.
17:14
45° is sufficient for streaming
Provides a practical benchmark for VTubers who don't need full 180° turns.
00:02Side profile can command over $400
Highlights the market value of this niche rigging skill.
00:36Trust the process
Emphasizes the iterative and sometimes frustrating nature of rigging side profiles.
03:00Child deformer squish issue
Explains a common bug where children of squished parents stretch weirdly, and offers a fix.
04:39Blend shape trick for corners
Innovative method to copy tilting motions to side profiles using blend shapes.
09:20Use deform brush instead of green dots
Avoids a Live2D bug where green dots cause issues after corner synthesis.
10:50Emote deformer outside head XY
Shows how to handle emotes separately to avoid folding and maintain quality.
15:21[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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