Hello. I'm a Live2D rigger, "Kanbutsu Himono". And I'm a virtual YouTuber. The condition of my voice is not good today. I have a throat cold. I may not be able to speak clearly. So what I'm saying may be hard for you to hear. I'm sorry. This video is the second in the series. From this time on, I will teach you specific knowledge. I took a questionnaire on Twitter in advance. I received a total of 1003 votes. I'm surprised that I don't expect to receive more than 1000 votes. Thank you very much. Among them, the one that received the most votes was "hair shaking". So this time I will explain to you how to make this. This video is really valuable. If you look at this, you can become a "hair shake master". I packed that much information into this video. So this is a very good video. But I overloaded this information. And the video time has become too long. So I split this video into two. I wanted to make it so that I could see all the ways to shake my hair by looking at this. However, this video alone does not tell the whole story. I'm sorry. So this time it's part 1. By the way, I was shooting this video before the first post. I first solicited people's opinions on Twitter. I will also refer to the opinions in the comments section of the video in the future. I also refer to the opinions from "marshmallows". Then I will start the explanation. Model hair for VTuber shakes using physics. I previously explained how to make a manually swaying animation. However, this is just a method for video. This is out of scope this time. There is one more note. All future knowledge is based on the premise of using Live2D PRO. This series is a video for beginners to intermediates. And it is a video that can be used by advanced users. This knowledge is a full-scale production technique that can be used at work. You understand it. What kind of method is there to shake the hair by physics calculation? How to shake hair by physics calculation. ① Target to be transformed. (2) One parameters. ③ Physics calculation settings. These determine how the hair sways. This time, I will explain the target to be transformed and the number of parameters. The third physics setting will be explained in the second part of the video. stay tuned. First of all, there are three main objects to be transformed. Artmesh, Deformer, and rotation Deformer. Each of these has advantages and disadvantages, so I will explain them. First, there is a method to directly transform the Artmesh. The advantage of this method is that it is easy to make fine and delicate movements. This is especially good for patterns with finely divided hair tips. If you deform the Artmesh at this time, you can express delicate movements. warp Deformer and rotation Deformer cannot express that. This is also an advantage that it is easy for beginners to understand because the transformation is intuitive. However, I am not currently using this method. That's because of the shortcomings of this I'll talk about next. The first drawback is that it is difficult to add more than one type of parameters. Details will be explained later. The pendulum can be used to "swing in multiple stages" for swaying in physics. I use about 2-5 parameters. However, in Live2D, the number of parameters that can be added at the same time is basically two. Or at most 3 types are recommended. The work becomes difficult simply because the required deformation points increase. Forcing the mouth etc. to attach 4 or more types. If you make such adjustments to all your hair, it won't end. Therefore, it is not realistic to do "multi-step shaking" with Artmesh. I recommend you to transform in combination with the Deformer . I dot the parameters of the angle system in creating an Artmesh for hair. I express a fine three-dimensional effect in that way. My method of creation exceeds one parameters. So I'm not making a shake with Artmesh. And another drawback is that it is difficult to divert. For example, you make a Deformer, symmetrically shaped sway. Then you can duplicate one and use it by flipping left and right, which is very easy. Artmesh can also be duplicated and inverted. However, even if the shape of the person's hair is the same on the left and right, the method of painting the color is often different. Therefore, it is often impossible to duplicate like a Deformer. We may be able to do that once Live2D is updated. For example, duplication of the shape of the Artmesh can be another parameters. I heard such a thing in rumors. But now that's not possible. That is the second drawback. That's all for the Artmesh. Next is how to transform with a warp Deformer. Currently I am using this method. The advantage of this is that it is very easy to divert as I said earlier. This can be transformed by taking a rough range. Hair with a slightly different shape like this can also be diverted. By using multiple Deformer, it is possible to add 3 or more parameters. When I have a lot, I use about 5 deformers just by deforming the shaking. But I connect them individually with one or two parameters. So managing it is very easy. You will learn some deformation patterns. Then you can make a shake very quickly. It is a square frame that moves any hair. But the warp Deformer also has its drawbacks. The biggest drawback is that it is difficult to handle delicate movements. That's because it moves the points in the rectangle. Especially, it is difficult to have such curled hair tips. It is also difficult to deform the branched hair. It is possible to deal with it by increasing the number of points or using a different Artmesh. However, the data becomes heavier and more difficult to manage. The movement of this is anomalous, so it may be a little difficult for you to get used to it. Another drawback is that you have to worry about the Deformer sticking out. What is the Deformer overhang? If you think so, please take this opportunity to know. In this way, the child Deformer is larger than the parent Deformer . This is called the protrusion of the Deformer. This causes the data to be heavy and unintended. But no one in VTuber cares about that. Even so, the video works normally. Even in the corporate model, the Deformer is out of the way. But you should know the techniques that don't do that. Create a "multi-stage shake" while paying attention to the protrusion of the Deformer. Then the size of the warp Deformer will be very large. But you have no choice but to give it up. This is really unavoidable. I consider this a drawback as it is difficult to create and manage. Finally, the rotation Deformer. With some exceptions, this is mostly Skinning. Skinning puts a rotation Deformer like this. Also, draw a Deformed path. Then, it is a function that automatically makes the hair shake. The principle is to disassemble the hair and connect it with "glue". Then, a rotation Deformer is associated with each. Dot dots on all rotation Deformer to transform them. All this can be done automatically. Now, the unfamiliar word "GLUE" has come out. I won't explain this in detail in this video. Simply put, it's "glue." The advantage of such Skinning is that the shaking is very smooth. I mentioned earlier that the warp Deformer uses up to 5 parameters. With Skinning, you can create shaking with 10 parameters or more. The movement is very smooth and soft. You don't have to worry about the Deformer sticking out. This can be finished very quickly. Draw a line and press the Skinning button to complete. I think I can finish it the fastest of all the transformation methods. But I have rarely used Skinning to shake my hair. This is because the drawbacks I will say from now on are very large. That's because the parent warp Deformer doesn't work. Normally, when rig, put in the order of child to parent. Artmesh, shaking Deformer. And the order of the angle deformation type Deformer. If the shaking system is a rotation Deformer at this time. Then fine angular deformation will not work at all. This is such a specification. Use this for things you don't want to deform, such as your arms and head. There is also such a positive usage. This time, this specification has a negative usage. Especially, the compatibility with high range rig is the worst. It is correct to say that you cannot use it, rather than say that you do not use it. And the computer is prone to malfunction. I think this is because it's auto-generated. In this way, a rift is created at the boundary of the hair. It also behaves very strangely. If you use "mesh" well, you can avoid it to some extent. However, it is difficult to get used to it. By the way, I'm still not used to this. I roughly explained each transformation method. However, it is not suitable for individuals. I'm currently using a warp Deformer. It is possible to make a good shake by any method depending on your ingenuity. I will explain the transformation method in detail to you from now on. So you should choose the transformation method that suits you. Next I will talk about the number of parameters. First of all, as a major premise, you set the parameters properly. It is better to have your rule not only for the name but also for the ID. I enter the param first and then the hair. And I then enter the acronym for the hair part. For bangs, enter "F" for FRONT. For back hair, enter "B" for BACK. And numbers. The basis is "multi-stage shaking". So I express it as "〇_〇". In the case of a dedicated shake of the Y-axis or Z-axis, I enter Y or Z at the end. I enter L or R for the shaking only for the left or right hair. And what is important is the minimum and maximum numbers. In the case of hair sway, the minimum is -1 and the maximum is 1. The default is -30 for the minimum and 30 for the maximum. This is a number for angle system parameters. So it's too big for the shaking parameters. Even if this is incorporated into physics calculation, it does not work at all unless the magnification is increased. Such a situation can occur. If you're having trouble with it, the numbers may be the cause. Once the parameters are set, the next step is transformation. There are two types of shaking in physics: "single shaking" and "multi-step shaking". I only use the basic "multi-step shaking" for hair shaking. First of all, I will explain to you a simple "single shake". Before that, I would like to thank someone. I posted on Twitter that I would like to use the model used for commentary. A very kind creator replied to me. The person told me to use the model freely. Some people may have noticed by looking at this model. The name of this VTuber is "No. 18". Her voice is very beautiful. She is a friend of "President Caisson" who made Live2D . Many people will know her. It is " Mika Mikazuki " who makes the illustrations and Live2D . She is the real sister of "No. 18". I was willing to accept this sister this time. I was able to use the original picture of "No. 18" in this commentary. I really appreciate them. I put their URL in the summary section. You should follow and subscribe to their channel. I will explain to you "single rocking". The Deformed path tool is convenient when attaching directly with an Artmesh . If you make a rough dot like this, just pinch and move the dot. This is really easy. But you have to change the tools properly. Because otherwise the dots themselves will move. Ideally, the entire hair should have a gentle curve. There is also a method of not moving the upper part of the hair on the side to prevent it from collapsing. If you are more concerned, rounding the ends of the hair will make it even more cute. A useful tool for using this is the Deformation brush tool. It can be used for anything other than hair. With this, you can gradually shape your hair like this. This is the strongest. If you use a Deformer to add movement to the other side, you can use the Inversion of movement tool. However, there are many cases where this cannot be done well with Artmesh. At that time, I recommend a Blend shape. First, adjust the parameters to the part with the movement. You press CONTROL + SHIFT + C on your keyboard. Or you select Edit Shape from rig and press Copy shape. You then press CONTROL + SHIFT + V on your keyboard. Or you can select Edit Shape from rig and press Paste Shape. Then, the copied shape can be duplicated as it is. This time I press CONTROL + SHIFT + B on my keyboard. Or I choose Edit Shape from rig and choose Blend shape. I want everyone to understand this method in an easy-to-understand manner. This used the default shortcut key. And I will teach you two ways to choose from the menu. This is overwhelmingly quick if you remember the shortcut keys. So please remember this. If you get used to it, your fingers will move freely. With the Blend shape, you can choose how much the shape is reflected there. It's amazing from here. This value also advances to-. If this is set to-, the value copied in this way will move to-. When this is set to -100, deformation in the opposite direction is instantly created. If the movement is distorted, correct it manually. This is the great thing about this method. This moves it from the copied shape to the opposite side with the value of 0 as the reference point. Therefore, even this slanted and asymmetrical hair can be transformed beautifully. Since this is the first time, I have explained this in the Artmesh section. This is a great technique that can be used with both warp Deformer and rotation Deformer. Everyone, please try this. Next is the transformation method with the warp Deformer. The final form you want to transform it is the same as before. warp Deformer move the Deformer 's points without moving the Polygon . The Deformer basically moves strangely when the quadrangle inside is distorted. So when you operate it, make sure it keeps a beautiful square. Before moving the point directly, use the green BEZI curve to roughly shape it. The BEZI curve type is very useful at this time. Have you ever operated here? I didn't operate it until recently, but if I operate it, my world has changed, so I will introduce it. By default, this is set to maintain control relationships. It moves linearly like this. Until now, I used to move this linearly and then move the green bar little by little to make adjustments. But this is a hassle. Therefore, set the type of this BEZI curve to smooth 3. Then it automatically complements this movement and creates a beautiful curve. This makes it very easy to deform your hair. There are various other types of smooth systems. Among them, Smooth 3 is the easiest to use. However, this smooth type also has some inconveniences. Since the complement is included, the shape will be lost if it is used for a Deformer that already contains complicated deformation. So this would be useful for the first shaping. The Inversion of movement and the blending of shapes explained at the time of Artmesh can also be used for this. So I want everyone to use this positively. The last is a rotation Deformer. Few people will shake a single body by deforming only the rotation Deformer. If you use it, put a rotation Deformer at the base of the hair knot like this. I would use a combination of Artmesh transformations and Deformer here. And the rotation Deformer can also be used for Inversion of movement and Blend shape. You can enter the angle here directly into it. But I remember the shortcut key, so it flips quickly, so I use it. The above is how to make a single shake. Some may be new to how to use small tools. However, many people have already learned the rough transformation method. Next is the transformation method of multi-step shaking. Multi-stage shaking is really deep. I haven't mastered all the methods yet. It can be roughly divided into two transformation methods. For multi-step shaking, first divide the hair into several stages and consider the movement regardless of which deformation method is used. If it shakes in two steps, divide it into two pieces. If it shakes in 4 steps, divide it into 4 pieces. First, the hand of the hair is deformed to draw an arc as if it were shaken alone. If the shape of this hand does not change, it will give a hard impression when the hair moves. It is good to move this finely. From the second stage, how to make it differs depending on the person. First of all, in one pattern, there is a method of drawing an arc and deforming the next stage in exactly the same way as before. The rotation Deformer(Skinning ) is one Deformer for each parameters . Artmesh and warp Deformer often attach it to the same Deformer as the tip of the hair. If there are two types of association parameters, press CONTROL + 4 on the keyboard. Or click rig and press Parameter to do this. So you can automatically blend these two movements. If you want to make a third stage or more here, create a new parent Deformer and add movement to it. This is the good side of this transformation method. The movement of that part becomes dynamic. I'll explain that later. If you can set the physics calculation well, you can make smooth hair movement. Furthermore, the angle Z is put here at the input angle. Then, when you tilt your face, your hair will automatically tilt. This is not just tilting, it sways with movement. It's not surprising that a shampoo commercial request comes in. However, this method also has a bad side. First of all, if you make an angle too much at the time of deformation here, the automatic generation of 4 shapes will not work well. These four corners become extremely large and small. At this time, select the onion skin from the display and turn on the rig view. And it is good to fine-tune it so that this deformation becomes smooth. I forgot if this rig view was in the shortcut key by default. I use this a lot so I set it to F3. Another major drawback of this is that it tends to cause unintended bites and penetrations when it moves violently. For example, add shaking to this in 5 steps and swing all parameters to the right. Then the hair will be deformed so far. Normally this rarely works this far. It is a very difficult task to try to make an angular deformation that can withstand this movement. The setting of the side hair is especially strict in the front-back relationship. It's hard to make a move without it failing. In other words, this is incompatible with high range of motion rig. I used this multi-step rocking technique in the past. This is difficult to manage, so I am currently using the second method described below. How is the second method of this made? How to make the tip of the hair is the same as the first one. In the second stage, move so that this part swells gently. This method can also be used for Inversion of movement, Blend shape, and automatic shape generation of four shapes. We will use it. With this method, automatic generation of 4 shapes does not require fine adjustment like the first one, so the work is easy. What happens if this is moved by physics? It will be more supple than before. The good side of this method is that it requires less deformation than the first method. You can save the size of the Deformer by that amount. And since the degree of deformation is small, it is easy to manage. This comes in handy for high range rig. This way of movement will have different tastes. Some people may like this method because it is more supple than the first method. The bad side of this is obvious, but this technique cannot be used with rotation Deformer(Skinning). And there is another big bad side. It is necessary to separately prepare the deformation of the angle Z into this. I said earlier that the tilt of the face at angle Z can be entered at the input angle. If you put it in at the input angle. In use of this, only the parameters in the top row parameters when it is tilted. I have a lot of physics jargon now. In the second part of this video I will explain it to you. If you don't understand the content right now, just listen to it. And please understand it later and listen to it again. Only the top parameters stops in a tilted state. This time, it will be like this because it is deformed to inflate only the corresponding step. It is strange. It is necessary to separately add the deformation for angle Z with the Deformer as the parent. The input for this angle Z needs to be in 1X. The numerical management of 1X becomes a little difficult. I use the trick to prevent the input angle from stopping when it is tilted. It will tell you at another time if I can afford it. As you can see, there is a bad side to this. Even if I make a rich shake here, it is relatively easy to manage, so I am currently using this method. I want to say that this is the perfect transformation. But I haven't told you one more important thing yet. It's a Y-axis sway. Before the VTuber model became popular, the Y-axis sway was neglected. At that time, hand-made animation was the main axis, so I didn't have to think about it. The model for VTuber requires richer shaking, so Y-axis shaking should definitely be added. The shaking of the Y axis is more cute than the shaking of the X axis. Sometimes I think so. This shaking will be cute. How do you make this? The hair is biased to either side like this side hair, tied hair, or separated bangs. In that case, the vibration of the X axis is adopted as it is for the Y axis. It has hair on the left and right. At that time, there is also a way to make both movements with the same parameters. However, in that case, the movements of the X-axis and the Y-axis are exactly the same. Will this be like this? This is like this. I feel that many overseas rigger are adopting this. But I want the X-axis and Y-axis to move differently. I set the left and right hair with different parameters. Then the hair moves like this. This is enough. I want to make the movement lighter. So I also make a warp Deformer for Y-axis as a parent. First of all, I made a movement that expands and contracts sideways like this in the first stage. I made a vertical expansion and contraction movement in the second stage. Combining these two works like this. This is the long hair on the back. In this first step, the tips of the hair expand and contract laterally. The root of the second hair stretches and contracts sideways. And the third stage of the hair expands and contracts vertically. Sometimes I make three pieces of hair like this. With this, if the movement made on the X axis is also diverted on the Y axis and combined, the hair will move like this. Hair moves very lightly. The movement of the hair stretching and contracting is a good accent. I told everyone about how to deform my hair at once, but did you understand it? It may have been difficult because there was a story that was a little difficult to understand here. I would be happy if you watched this video repeatedly and used it as a reference. That's all I can teach you in Part 1. Next time, I will talk in detail about the physics settings for moving this transformation in the actual model. I will deliver the next video to you with the same high quality as this one. Please watch the next video as well. I'm a "Kanbutsu Himono". bye Bye.