05. Applying Templates

    How to Apply a Template

When you first import your model artwork to Live2D, it will be comprised of only Drawing Objects. 
It is advised to apply templates to models which have no deformers, otherwise you will be asked to confirm that any existing deformers will be removed once a template is applied.

Before applying a template, please make sure that you check the polygons of the drawing objects in your model to make sure it is uniform or nearly mirrored.
it would make the process much easier, and you wouldn't have to redo them later if you decide to change polygon locations.

To apply a template, go to [File] → [Apply Template] 

A Template Selection dialogue window will open with the available templates on the website.
It is recommended to use a character that resembles your own, especially eye size and rotation of the head and body.

Templates have different options depending on the character. 
Female characters would do better with Epsilon (on the left) and male characters with Chitose (on the right).
When you click on the character, the model data will be downloaded.
You must be connected to the internet to see these characters, if not, you can download them from the Sample Data page and import them using the {Browse] option at the bottom of the dialogue window.

It is also possible to use the same [Browse] option and select a model you created, and it will be used as a template!

    Template Import Wizard - STEP 1: Model Size and Position

Once you click [OK] in the previous step, another dialogue window will open: The Template Import Wizard.
Here, you will see a canvas with the template character overlapping your model character.

Layout Shortcuts

 FToggle between Template fade in-out, and fixed transparency.
 Ctrl + ZUndo. Takes one edit off the layout changes.
 Ctrl + Y Redo. Returns one edit to the layout changes.
 Mouse Wheel UP-DOWN
 Zoom in and out of the view.
 Left Click + Drag Move the template character around.
 Right Click + DragScale the template character around a center anchor and keeps the aspect ratio.
Left Click + Drag (outside the template box)
Pan around the canvas.

If you change your mind about the current template, you can click the [Change Template Model] to select a different character.

If you do not want the template character to fade in and out, you can fix the Opacity using the slider. 
You can also use a specific number in the box by clicking on it once and inserting the value.

The template model can be scaled, moved, and rotated to best fit your character.
Try to match it as accurately as possible, especially the head and face parts.

Now we align the facial features of our new model to the template model.
This template has Parameters that begin with (@), this indicates that these parameters are only used during this process and will disappear once we are finished. you do not need to worry about them being carried over to your finished model.
Change these sliders until the template matches your character.

For example, if your character is facing left, move the template slider until Epsilon is also facing to the left.
adjust the size and X Y locations of eyes, eyebrows, mouth and nose etc, until they are as close as possible to your new character.

When you are satisfied with the locations of parts, click on the big button at the top of the window labeled [Apply Template Preview]

    Template Import Wizard - STEP 2: Associating Parts 

In this second (and last) step, you will see two canvases with the template character and your new character side-by-side.
The two characters will be playing the same motions at the same time.

(If you click the [Play] button, you can start or stop the playback anytime. it is advised to stop motion when working, and only activate it to check the progress. This makes it easier to click on parts because the character will be stationary.)

You can also choose different motions from the MTN folder, or open the [parameter] window and see how the two characters match up using specific parameters.

Template Preview Shortcuts:

 FPlay/Stop motions.
 SShortcut to reset the part to it's original shape.
Hover the cursor on a part
highlight the part's that correspond in both characters.
Used to make sure the parts are linked correctly. (eyes to eyes, left ear to left ear etc)
Click on a part of the template model (or right click)
Select the part highlighted
Or right click to see a list of the nearest parts to the current selection.
 Drag (left, right, and middle click + drag)
Pan around the canvas

[Play] Button - click
Starts and stops the motion from playing repeatedly.
 [Parameter Palette]button - click Shows a list of available parameters, use to check the movements separately.
 [Motion Folder]Button - clickOpens the folder that contains MTN files for you to choose a specific one.
Motions are played randomly with each template wizard instance.
Draw Order drop-down list

 [Adjust Draw Order to Template]
Sets the z-order of items to match the template character, use with caution if the new model does not closely match the template.

 [Auto Set Draw Order]
Automatically set the draw order of items to maintain the original appearance of the artwork, while keeping the functionality inherited from the template.

 [Don't Change Draw Order]
 Uses the same layer order before starting the Apply Template wizard.
Use if you have already manually set the drawing order of items using a texture file or PSD import.

 [Divide Polygon Automatically]ON or OFF
 [When it is ON]
Changes the polygons on all parts to be uniform.
This creates many and matching polygons to parts of the new model in order to best match them with the template.
However, please be aware that too many polygons may have an effect on processing power, as well as the ease and accuracy of transitions between Key Forms.

 [When it is OFF]
Uses the same polygons as in the texture file.

Because each character is different, some matching up is to be expected.
The eyes and mouth are especially important to match up, otherwise you will have funny results!
If your artwork is too different, simply match up the parts to the nearest ones (upper lip to upper lip, left eyebrow to left eyebrow, etc), and work on them after applying the template.
To further explain the process, let's match up the left eyelids between the two characters:

Highlighting an object on the new model (to the right-hand side of the image) will show you two small boxes containing what object on the template it is associated with.
in the image below, the eyelid part is associated with the eyelash part, which is incorrect.

To select the eyelid, click on it. to make sure it is indeed selected, you will see it is highlighted in the parts list that will pop up.
This is useful for parts that are hiding under other parts.

Once selected, the polygons will turn green. You can see that the eyebrow is currently selected in the small box.

To select a part hiding under other parts, simply click on the nearest object to it, and then select the part from the list.

The eyelid is selected in the new model, and on the template canvas, you can see the part that's associated with it.
The template shows that the eyelid will be associated with the eyelash!

It is also possible to select parts on the template canvas to highlight parts on the new model canvas.

When you hover on a different part on the list, the currently selected object will have red polygons.

Click on the eyelid, let's match it up with the new model eyelid!
To do that, select the template eyelid, and click on the button at the top of the list window: [Link Matching Components].

Now both eyelids are associated, you can check by highlighting them.
And if you check the playback or motions, they should move exactly the same!

Modeler should match up the parts correctly, but if you see any parts that aren't moving as desired, make sure to do this process!
Depending on how different the new character and template character are, you may need to spend some time making sure each part is associated correctly.

Once you are satisfied that all parts correspond, click the [OK] button at the bottom of the wizard window.

Once the wizard is finished, you will be returned to the canvas.

Make sure the save your project at this point, or back up your progress!

Check out these newly activated parameters!

You can still change the template at this point, simply click on [apply] template and modeler will remember your previous choices.
If at this point you would like to undo the template, Press CTRL + Z on your keyboard, or use the Undo button in the [Edit] menu.

If you would like to select a different template, make sure to UNDO at this point!

    Final Adjustments

Even after applying a template, you may find some parts do not match 100% to the new character.
it is understandable that each artwork is different.

The process to correct this is easy:

For eyes, click the parameter node that shows the undesired movement, you can right or middle click to snap to it immediately.
This will usually highlight the part that is controlled by this parameter, in this case it is the eyelid.
Using the Arrow Tool, click on the corners of the selection box to adjust the shape until the white of the eye is hidden completely.
You can also select individual vertices to adjust the shape manually, or grab the center of the selection box to move the part.
Note: Advanced users may choose to lock-all parts, unlock the eyelid separately, and adjust it's shape using the Soft Selection Tool explained in the previous page.

Do the same for the mouth as well:
Select Parameter Node (it must be green) → adjust the shape and position → slide the parameter slider to make sure it is working correctly.

No we have a fully-functioning model!