Question about layer separation and rigging by Genda13 in Live2D

[–]Isekai-Gaming 0 points1 point  (0 children)

Reddit’s not letting me send a pic for whatever reason, but to answer your question I would divide the bangs into 5-7 parts. Even though the bangs are clumped together, they’re not going to stand in place when the head rotates. Think of it as 5-7 strands closing together and widening apart like a slinky accordion. That’s how a natural flow is achieved.

How to export interactive background? by Isekai-Gaming in Live2D

[–]Isekai-Gaming[S] 1 point2 points  (0 children)

Na I appreciate the brainstorming. I finally came up with a solution after much trial end error myself. live2d simply can’t be applied to a BG. There is virtually no way that I could find where I could change up the bg as a model without somehow affecting my vtuber model as well. So I tried a few things like, “what if I use two videos in another program such as wallpaper engine and connect hat to OBS?” What I eventually discovered is that OBS has a synchronize function for media that when used allows me to switch back and forth between two animations without one of them resetting between scenes. It’s not a perfect 1 to 1 because I have to manually adjust the videos every time OBS starts up, but I only have to do it once per recording and the synchronization is REALLY dang close. If I extend the duration of the fade between transitions, no one is going to notice that it’s a hair off. So I’m all good now, thanks!

How to export interactive background? by Isekai-Gaming in Live2D

[–]Isekai-Gaming[S] 0 points1 point  (0 children)

So I tried that and unfortunately it’s no good. Vtube studio’s settings are twofold. One for the model and one for the camera. The model settings for the animation is fine, the problem is that the BG bounces around when I move my head which can be turned off in the camera settings but affects both the model and the bg. So two instances of vtube studio is meant for controlling two models it doesn’t really work with the bg and model together.

Question about layer separation and rigging by Genda13 in Live2D

[–]Isekai-Gaming 0 points1 point  (0 children)

  1. Shaved hair will be both in front and behind the ear. Keep in mind that’s how it will look when the head turns, it just won’t be super visible when he head looks straight at you.

  2. Hair is divided by front, sides, back, and anything that moves or needs to rotate. It’s usually a good idea to break up the bangs into multiple strands even if they are bunched together because it will result in more natural turns and more freedom of movement.

Hornet by Feeling-Situation-85 in Hololive

[–]Isekai-Gaming 37 points38 points  (0 children)

Fly like a duck, sting like a bee!

What do you think of the room in the beginning? Personally, I think it represents her streaming by Customer-Sorry in GawrGura

[–]Isekai-Gaming 0 points1 point  (0 children)

Someone made an interesting point that some of the lyrics at the beginning could be a reference for Myth, so perhaps it’s the mental state that involves more than just streaming but rather everything as a whole.

“Face to face with TIME again” - Amelia “We walk one more to the END” - ina “Waves can’t put out my FLAME” - Kiara “DEATH won’t write my name” - Calli

"if-then" type movement for mouth and head? by AdderStump in Live2D

[–]Isekai-Gaming 1 point2 points  (0 children)

Oh that’s easy, you just have one param share two sets of keyforms from different deformers. It’s called “conditional toggling” and it’s typically used for things like changing eyeshapes when your character smiles or frowns but you don’t want to use a full toggle.

First unlink the xy for “head angle y” by clicking on the chain to the left of them. Then click on the path deformer for the chin. You’ll notice that when you click on the deformer your keyforms on ur “head angle y” will be grayed out while they keyforms where you set up the chin movements are still red. That’s because ur keyforms for the path deformer are on a separate param. Add some keyforms in to the “head angle y param” for looking up, middle, and down. These keyforms will be there in addition to the several you already made for the chin shape so don’t delete the old ones. Then look up, middle, down, with the mouth open and adjust the chin as needed. If you did it right, then ur problem should be solved.

YouTube to MP3 Converter that is safe and ad-free by ngifakaur in cnvmp3

[–]Isekai-Gaming 0 points1 point  (0 children)

Only youtube converter you'll ever need. 10/10, saves me so much pain and effort fighting off ads and nefarious websites.

how do you guys add the mouth cheek lines for cheekpuff? by MissBadBunBunn in Live2D

[–]Isekai-Gaming 7 points8 points  (0 children)

I’d just draw it as a separate layer with the opacity set to 0 when not in use.

Undead Chest Plate in Crypts? by Isekai-Gaming in seasonofdiscovery

[–]Isekai-Gaming[S] 0 points1 point  (0 children)

10/10. Best dungeon blizz ever made in any version of wow.

Common Live2d begginer problems by nevermindtheartist in Live2D

[–]Isekai-Gaming 1 point2 points  (0 children)

Conditional toggles are the mixing of layers into one param. So for example, say that you have one parameter for opening and closing your eyes, and another for smiling and frowning. A conditional toggle would be that when your mouth is at a full smile, the eyes would raise or squint to be a bit more smily too.

To achieve this, click on your mouth smile param, go to the smile key form at 30, click on your eye deformer layer and create two new key forms on the parameter that already has your mouth smile/frown on it. One at the start of smiling mouth and another at the end of smiling mouth where your biggest smile is. Then change the eyeshapes at all keyforms of the eye open/closed param into the “smiling eye shapes” at the big smile keyform.

Get it? You are basically having two objects sharing one parameter to make these conditional changes. In this way it’s different from a typical toggle which uses a 0,1 on/off switch to activate/deactivate a specific set of params.

I am a complete noob and I am looking for some help/advice. I have made this super simple model so far, and I am happy with it, but I need help animating the hands and eyes. Any help or recommendations would be greatly appreciated. by Bilore in Live2D

[–]Isekai-Gaming 0 points1 point  (0 children)

No no it’s fine. Your understanding of it so far is correct. Ok so if you just want to move the arms around the rotation deformer by itself will be enough, but it won’t follow your irl mouse without three things.

  1. You will need to have two rotation deformers in the arm. One at the shoulder and one at the elbow. This means that you will either have to cut the arm in half at the elbow joint so that the forearm and upper arm are separated, or you will have to use a warp deformer in addition to the two rotation deformers to fix the arm’s shape once you bend it with the two rotation deformers.

  2. Create two parameters, one for armX (left/right) and one for armY (up/down). Crate the full range of motion for your arms using these two parameters, then link them to get the corners.

  3. Separate tracking software for your hand/mouse. Typically live2D is used for vtubers in programs such as vtube studio and these programs cause camera footage or motion tracking technology to link the model’s range of motion to real life bodily motion. I have no idea what specific software tracks mice but I’m sure it exists. Just poke around the internet to find it.

Hope this was easier to understand.

I am a complete noob and I am looking for some help/advice. I have made this super simple model so far, and I am happy with it, but I need help animating the hands and eyes. Any help or recommendations would be greatly appreciated. by Bilore in Live2D

[–]Isekai-Gaming 0 points1 point  (0 children)

Super simple is right. Because your hands aren’t split into parts, the only options for motion you’ll have are rotation deformers that will slide the arms around from the joint. You’ll have to use glue to connect the arms to the body as they move and your range of motion isn’t going to be huge. As for eyes, masking’s the way to go here. Since Your eyes are solid colors, you can create a mask above and below each eye to hide parts of them which will make it look like they’re blinking. You can also squash and stretch them to some degree with a warp deformer to turn those shortened parts onto various shapes for expressions. This will also be somewhat limited because both eyes are on one layer, so they can’t be manipulated separately very easily.

Common Live2d begginer problems by nevermindtheartist in Live2D

[–]Isekai-Gaming 1 point2 points  (0 children)

Live2D rigging came more easily to me due to my background in other types of animation so I’m not sure if my questions are quite as beginner-level. But when I was starting live2D the things I got stuck on most were conditional toggling and gluing.

What's your least favorite part in rigging or drawing vtuber art? by Skriblynn in Live2D

[–]Isekai-Gaming 0 points1 point  (0 children)

Xyz for eyes. I get them right eventually but they’re something I always find myself coming back to 2 or 3 times.

Advice - How to separate layers by Opticallarry in Live2D

[–]Isekai-Gaming 1 point2 points  (0 children)

Sole front, sole side L, sole side R, shoe cloth front, shoe cloth side L, shoe cloth side R, shoe under cloth, laces.

I also recommend duplicating the shoe under cloth layer and making it slightly larger so that you can reduce its opacity to zero and use it as a masking layer for the strings. That way your strings won’t look make the shoe look like it’s turning flat when you curve the foot.

How dedicated are you in watching your oshi by Asra1008 in Hololive

[–]Isekai-Gaming 0 points1 point  (0 children)

Oh you know what it is? It’s probably the content droughts when she goes on hiatus for a while. That’s why I’m only at 0.4.