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Live2D Cubism Cookbook
  • Live2D Cubism 4.0 Cookbook
  • Common Gotchas
    • App Won't Launch
    • Import PSD Files
  • Modeling and Rigging
    • Basic Workflow
    • Deformer Hierarchy
    • Set Up Model to Follow Cursor
    • Create ArtMesh Collision Detection Areas
    • Add Lip-Sync
  • Web SDK
    • Play Audio Natively in the Browser
    • Deploy to Heroku
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  1. Modeling and Rigging

Deformer Hierarchy

The recommended deformer hierarchy structure of a full-body model.

The following deformers are warp deformers by default unless labeled explicitly as rotation deformers.

- Leg L Rotation
- Leg R Rotation
- Body Z
  - Body Y
    - Breath
      - Face Rotation
      - Body X
      - Arm L Rotation
      - Arm R Rotation

Inside Face Rotation, each part should be wrapped inside its own warp deformer with parameters Angle X, Y set. For example:

- Face Rotation
  - Hair Front XY
  - Hair Side XY
  - Hair Back XY
  - Eye L XY
  - Eye R XY
  - ...

Parts on which physics (swinging motion) may be applied, like hair and accessories, should nest the warp deformer for physics (which sets parameters like Hair Front) inside the one that controls parameters Angle X, Y.

Hence the above expands to:

- Face Rotation
  - Hair Front XY
    - Hair Front Swing
  - Hair Side XY
    - Hair Side Swing
  - Hair Back XY
    - Hair Back Swing
  - Eye L XY
  - Eye R XY
  - ...

Miscellaneous Notes about Deformers

  • Deformers won't be effective without an Artmesh.

  • To adjust the deformer without affecting the parts they contain, hold down the command key on Mac, and make adjustments (resizing, moving, rotating) to the deformer.

  • Freeze rotation on a rotation deformer once you have set the initial angle of the deformer.

  • Use a square (2x2, 3x3) Beizer division warp deformer for square body parts like eyes or face; Use a 3x2 one for wide ones like front bangs; Use a 2x3 one for long ones like long side bangs or long back hair.

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Last updated 4 years ago

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