Chapter 2 Creating the basic movements(Live2D Cubism Modeler PRO)

    Setting up the basic operation

【1】Importing the PSD file

To import a PSD file, go to the top menu, and then go to "File" > "PSD import".
The texture materials will automatically assemble into the source file's character.





【2】Handling the bangs' shadow

In the making of the PSD file, a bangs' shadow layer was created, which is intended to cast a shadow on the face.
Now, select the "bangs shadow" drawing object, and click the "Option" button on the "Edit" palette.  Under "Blend Mode SDK 2.0", check the box of "Multiply".
(Note: An error may occur with this file upon opening in Animator. If it happens, return to Cubism Modeler to hide the "bangs shadow" layer and save the .moc file, and then try opening in Animator again)



【3】Applying template

Using the apply template tool automatically creates basic movements for our character.
(Go to the top menu, click "File" > "Apply Template")
There are two default templates to choose from - "Epsilon" and "Chitose".
At the bottom of the window, "Select from files" allows you to browse and choose a template other than the default ones.




For this tutorial, please go to "Sample data collection" to get the "[PRO] Epsilon" template.  (http://sites.cybernoids.jp/cubism2/samples)
Download and select that template.
(The default version of Epsilon does not include a neck rotation deformer. It also does not offer the size adjustments for the head or eyes)



【4】Pairing the equivalent components

On the left is the template, and the right is the source PSD character.
Next, go through each part to confirm that the template and our model is associating the corresponding parts correctly. (Check if the template's "bangs" is highlighted when you select your model's "bangs", and then the mouth, eye cover, etc..) 
Be careful with the face parts especially. 




【5】Test the movement 

On the top left, press the "Play" button. 
Observe the models move and check if the parts are acting in sync. Take a close look at the "Eye cover", "Eyeball", highlights, "Mouth" parts.
(At the moment when they blink, see if there is any glitch or distortion happening to your model. It is often these moments and parts have issues, as shown in the image below. We will fix them in a moment.)





【6】Check the accessories

Since we have two variants of the ribbon, they appear as overlapped.
Hide the one that you do not need for now by clicking the "show" icon on the "Parts" palette.
(You may switch between anytime)





【7】Correcting the "Eyes Open" movement

When "Eyes Open" parameter is at value "0", the closed eyes seems wrong.
In this instance, it appears that the "Lower eyelash" is penetrating through the upper eye lid area, and the "Upper eyelash" is greatly distorted. When the eyes open, they look usually narrow.
To fix them, first select the "Lower eyelashes" and move it down where the "Upper eyelashes" is. (They should overlap; which the "Lower eyelashes" should be hidden behind the "Upper eyelashes")
To readjust to curve of the eyelashes, use the key points (vertices) on the deformer (mesh). They can move or reshape the all the child-parts.







Test the movement of the eyes opening and closing. 




It appears that the "Upper Eyelash" is buried by other parts. Readjust its position.




The "Upper eye cover" (eyelid) needs some correction. Adjust the polygons so that the piece does not cover the cheek area, and cover the entire "Eye White" part. 






【8】Smile adjustment

To trigger the smile state, set the "EyeL open" parameter to "0" (so that it is closed), and set the "Left eye smile" parameter to "1". Some errors can be found here.




Firstly, move the "Upper Eyelashes" higher.




Then, correct the width. Follow the same procedure as the one from the previous section 【7】.




Test out the parameters.  






Don't forget to check for the moment which the "Smile" parameter is at "1" and the "Eyes open" is at "0.5" (half-open).
Here we see that "Upper Eyelash" and "Lower Eyelash" are not working properly.




【9】Mouth adjustment

Check the mouth open and close movement.
Although the complexity of the components its not as bad as the eye, making the mouth movements smooth is rather difficult.
Here, select the "Lower mouth" texture and press "Edit Texture" on the top menu.




We now speculate the texture and its polygons of the "Lower mouth".
As you can see, most of the vertices and allocated at the outskirt of the texture. Thus, the polygons created in the middle is rather large. This causes the movement to glitch easily.
You may delete the vertices individually by "Left + Click" on a vertex.
Each time you edit a texture, remember to press once the button "Automatically generate polygon from vertices" before moving on.




Do the same to the "Upper mouth".





With the edit we did to the polygons, the deformer (mesh) has more control over the texture now.



Follow the procedure in 【7】 where we fixed the shape of the eyes.
Adjust the shape for "Upper mouth" and "Lower mouth" with their deformers (mesh).
(See reference: http://sites.cybernoids.jp/cubism2/lets-do-it/quick-modeling/04 "Modifying the mouth" section)

Check the shape of the mouth.
Lower the value of the "Mouth deform" parameter, this gives an unhappy face.
The character in the original form had the mouth shape of a happy state. Now it should be vertically reflected.
It is as if the character is making an "-mph" sound.




Now, open the mouth fully by increase the value in the "Mouth open" parameter.
It should appear like the character is making an "-ah" sound.




Next, increase the value "Mouth open" and decrease the value of "Mouth deform".
It should appear that the character is making an "-awe" sound.





Tips:  "Restore Default Values" is located at the right of the "Set Parameters" button.
You may use this function to reset all parameter deformations.
(Deformers will remain)




【10】Arm adjustment

This model is intended to have the movement of hiding up both arms behind the waist. 
(During the procedure of applying the "Epsilon" template, it is possible to add deformers if needed)
Give the "Arm" parameters a test run. Here we notice that the arm textures are broken.




Click-drag the rotation deformer to move the deformer along with its child drawing objects (textures). 
In this instance, we need change the location of deformer on the texture. 
To do so, hold down "Ctrl" while click-drag. You would move the deformer but not the texture.
※ For Mac, hold the "command⌘" key instead.

It seems like the handle of the rotation parameter is too long.
Adjust the length of the handle by holding down "Alt" while click-dragging.
Make the length the same as the forearm's length.
(See reference: http://sites.cybernoids.jp/cubism/modeler/basic/deformer/placement-rotation )





Tips: If you want to select more than one vertex at a time, click on the vertex while holding down "Shift".





【11】Entire body adjustment.

For the last part, adjust the overall body.


When turning the body's direction, some distortions are noticeable on the hair's contour and the body's clothes.
To fix it, focus on the spherical shape of the head.




The Live2D model is now completed.


Article copyright © 2015 Kuroi


Comments