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Check List

The following are the checklist items for creators to create a model in the Cubism Modeler tool.


STEP 1: Prepare a guide image & Set motion range


■A drawn guide image in default pose *Mandatory
  If the guide image is divided into layers, the procedure will be completed quicker.

■Specification the model's motion range *Mandatory
Set the motion range in vertical and horizontal directions. 
  Decide patterns of face expression.
  Decide to move the body or not.

Rough sketches of the model's expressions and poses
If you have guide images of the character to specify her direction, face expression, or movement, modeling will be completed quicker.

STEP2: Decide the policy of modeling

Beginners are encourage to consult individuals who have mastered Live2D in regards to establishing a modeling policy.

There are restrictions for each situation to use it in a game or as an avatar and so on.

■Policy of image processing

        Decide how to cover eyes or mouth, or how to make the shadow.

Policy of modeling

        Decide the range of the movement and the parts setting.

Decide the Motion Parameter value

        Decide the Motion Parameter’s ID and its range. (This can be changed in the process of modeling if required.)

You need to create them in the same specification as other model data for sharing.

STEP2: Isolate model parts and add hidden areas (in Photoshop)

Isolate each model part from the guide image into layers and add hidden areas with Photoshop.


Decide the image size 
  Clip out the guide image, keeping its original size.
  When the guide image is not big enough, enlarge it in advance while maintaining high quality.

  If you create a guide image with the bust-up shot in the size of about 480x320 pixels using iPhone, it is recommended to make its size of 1024x1024 pixels or more.
  If you create it to export as a movie, it is recommended to make its size of 2048x2048 pixels or bigger.

■Clip out
  Clip out the guide image into the unit which is easy to express the movement.

Check Items
  □Do the Bezier lines keep its width after clipping out?
        (You need to keep the line width as possible as of the original image.)
  □Do any colors remain around the clipping boundary?
        (You need to check if there is any noise around the texture boundaries or the areas that are supposed to be transparent.)

■Add hidden parts
  When you move the character, some parts that are hidden in the original image may appear.
  You usually need to add the hidden parts on a layer underneath the specified parts layer.
  Neck (parts which are hidden by the jaw), or hair (parts which are hidden by other parts of hair).


■Prepare images to hide eyes
  You need to prepare images of upper and lower eyelids to hide eyeballs.
  You need to think about movements like blinking or eye ball movements in vertical and horizontal directions before creating images.
  Depending on the character's appearance, you may or may not need to prepare the lower eyelid.

■Prepare images to hide mouth
  You need to prepare images of the upper and lower lips as well as the skin above and below to hide inside of the mouth.
  Depending on the character's appearance, you may or may not need to prepare these.

■Make shadows
  You need to prepare a guide image considering the highlights of the face, shadows of the hair on the skin or clothes, and shadows of the clothes and so on.
  There are two standard ways to express shading;

  A.To cover the shade itself with opacity
  B.To cover with translucent dark shade color.

■Divide arms (especially when switching character poses)
 If you prepare several arms to switch and cut the arm into parts, the cross section may be striking when switching them and are displayed in translucent.


 Accordingly, when creating cross sections between body and arms, or cross sections between upper and lower arms on the axis of the elbow joint or so, you better to make the cross section a little blurred and layered to each other.

 <図を挿入予定>

 However, if you cut the cross section into two and stick them tightly (for example, like outlines or wrinkles on clothes), you do not need to make the cross section blurred. (Above examples are often made to be layered to each other a little in case of sliding.)


■Check for noise
  Place a rear layer painted in specific colors like black, white, red, or blue to check the followings;
  • If there are any noise around the texture boundaries.
  • Is there anything to be transparent by mistake.

STEP3: Prepare a drawable object (in Photoshop)


■Texture size
 Texture must be a square of two to the Nth power.
 Examples:  256x256 、 512x512 、 1024x1024 、 2048x2048 

■Numbers of Texure
 It is recommended to create from 1 to 3 Textures, with the maximum of 4.
 If you need to switch several clothes, create one clothe in one Texture if possible.
 Create all the hair in one Texture if possible.

*There is only one Texture with the size of 1024x1024 for FREE version.

■In case you cannot create them in one Texture (i.e., Textures of clothes for switching)

 Countermeasures
    A.Reduce the parts to be in the size of 1024 Texture.
    B.Create a Texture in the bigger size of 1280 and save it as a PSD file.
      With Photoshop, select “Save as WEB” to export it as a 1024x1024 PNG file,
      and use it in the Modeler tool.

 We recommend the example B, as the original image can keep its quality.

Tips: Let’s remove noise from Texture!

It may sometimes happen when you move the model which you created in the Modeler tool on the actual machine, an edge appears around the Texture.

You can prevent it by using Texture noise removal tool to keep the Texture as it is.

You may switch the Textures when you are in the process of creating the model image, so it is recommended to use this tool when you complete the modeling and do not need to switch the Textures anymore.

Or you may use this tool for the Texture exported with moc file.


STEP4: Map polygons into Texture and place onto the guide image (in the Modeler tool)

■Place the guide image
  After starting up the Modeler tool, load the guide image and place it.
  As you need to place the image with mapped polygons exactly on the guide image, store it in the guide image parts and use the functions of show/hide and lock/unlock for more convenient operation.
Decide the document size 
  Decide the document size in the document setting of the model.
  Set up the document according to the pixel size of the guide image.

■Generate parts
  If you need to divide into parts for some other body sections, generate all of the parts in advance.

    You cannot basically change the part ID after creating motion if the part needs to be switched.
There is a possibility that you cannot use motion if you change the part ID.

Place the Texture 
  Press “Texture” button in the upper screen of the Modeler tool to load the Texture for mapping polygons.

 <Hints>
  • To make it efficiently, you may first map into large polygons to make a rough movement by the Motion Parameter, then divide these polygons into smaller and more detailed ones.
  • Selecting parts in advance to map polygons enable you an efficient work, as you can arrange the polygon names same as the part name.
  • It is recommended to create polygons into regular triangles if possible.
  • For the parts which need a delicate movement, you better to map smaller polygons to create better modification (for eyelids or outlines).
 <Tip for Useful Functions and Techniques>
    • By clicking with pressing alt key, the anchor point will be deleted. If you want to delete only the line, add an anchor point between the lines and click it with pressing alt key to delete the line only.
    • If you click the anchor point with pressing shift key, you can create polygons continuously from one anchor point.

     <Check Items>
    • Use Show/Hide button to check if the image with mapped polygons is in the same position as the guide image.
    • Divide all the images into triangle polygons.
      *All the polygons including tetragons or more are automatically transformed into triangles, however they may be sometimes transformed unexpectedly. So it is recommended to create triangle polygons beforehand.
    • The circumference of polygon should be circled larger than the edge of the image (minimum of 3 pixels for 1024 texture), and make sure that the outer circumferential part is transparent. If any color exists in the outer circumferential part, there will be flicker when you display it with actual machine. (This is because the edge of the polygon is not often anti-aliased.)
        <図を挿入予定>


    STEP5: Prepare the Motion Parameter (in the Modeler tool)

     Register the Motion Parameters in need, and delete unnecessary ones.

    You need to make them in the same specification with other models data for sharing.

     Make sure that the basic Motion Parameter settings are the same as "Standard Motion Parameter Settings"

    You can change the ID during in the initial process of creating the modeling, however, you should not change the Motion Parameter ID (PARAM_XXXX) once you have made the motion settings. Changing the Japanese name is acceptable.

    STEP5-2: Prepare parts (in the Modeler tool)

     Prepare parts in need, and delete unnecessary ones.

     If you need to switch the arms, you should not change the part ID (PARTS_XXXX) once you have made the motion settings, like in the Motion Parameters ID. Changing the Japanese name is acceptable.




    STEP6: Prepare Deformers – Part1 (in the Modeler tool)

     Generate patterned basic Deformers beforehand.

     1.Movement in vertical and horizontal directions of the character/ Rotation Deformer on Reference Plane
       Make settings to move the character’s whole body in vertical and horizontal directions for walking (rolling?).


     1.Deformer of the character’s whole body/ Rotation Deformer on Reference Plane

    Deformer of the body

     2.
    Deformer of Breath




    STEP7: Set movement for drawable objects (in the Modeler tool)

     Make settings to move the element (drawable object or Deformer) according to the Motion Parameter.

     <Hints>
    • You can set from zero to four Motion Parameters for one element to be linked, and from zero to two are recommended.

      *If you set five Motion Parameters or more for one element to be linked, the element will not be displayed on Live2D engines like iPhone.
    • If you want to check how many Motion Parameters are linked to the element, add a check mark in “Refine Search” check box on the upper side of the “Parameters” pallet while the element is selected, only the linked Parameters will be displayed.
    • If you want to set three Motion Parameters or more for one element be linked to, check beforehand if it is possible to express what you expect by setting the Motion Parameter to parent Deformer or not. Add a new Deformer If you need one.
    • The performance will be decreased when many Motion Parameters are linked to one element. If you need to set three Motion Parameters or more for one element to be linked to, do not make it a lot.
     <Check Items>
    • One element is linked to from zero to two Motion Parameters or not.


    STEP8: Check when the modeling is completed ( in the Modeler tool)

    ■Share Motion Parameter’s ID
     When creating several characters, you need to share all character’s Motion Parameter ID. Sharing the Motion Parameter ID enables you to reuse the animation or to share physics computation for reducing the work volume, and may enable you to accelerate the work speed.

     When creating several characters with several operators, it is required to make the Motion Parameter’s setting of each character as similar as possible.

     It is acceptable to assign the temporary Motion Parameter’s IDs (PARAM_ XXXXXXXX) in the creating process and change them later, however, you need to share IDs before the process of animation and physics computation. It is not recommended to change Motion Parameter’s IDs after the process of animation.
    ■Orders of Texture
      If you need to switch clothes or hairstyles, you need to arrange to unite the Texture order of hair or clothes.
      Select “Texture” - “Edit Texture” to view all, then change the order as follows by pressing arrow buttons;

     Wrong: [Hair 01] , [Skin] , [Clothes A] , [Hair 02] , [Clothes B] , [Clothes C]
     Correct: [Skin] , [Hair 01] , [Hair 02] , [Clothes A] , [Clothes B] , [Clothes C]

    【The reason to change the orders】

    When there are several clothes to switch, you can create a small data without any unnecessary ones if you switch the clothes of the model to export it as a different model one by one. In the process of exporting, unnecessary clothe data is skipped and the Texture in the following order is generated. If the data is in correct order, you can use it in any models like [Skin] Texture as “texture_00.png”.

    ◆moc Texture of Hair01 and Clothes A
            texture_00.png [ Skin ]
            texture_01.png [Hair01]        reuse it after changing to texture_hair01.png
            texture_02.png [ClothesA]          reuse it after changing to texture_body01.png

    ◆moc Texture of Hair02 and ClothesC
            texture_00.png [ Skin ]
            texture_01.png [Hair02]       reuse it after changing to texture_hair02.png
            texture_02.png [ClothesC]       reuse it after changing texture_bodyC.png




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