[Course]live2drigger,unagidon Details
In-Depth Look
- SECTION 01
OT
01. Orientation- Meet your instructor & learn about the overview of this class
- SECTION 02
Preparation Stage
02. PSD File Checking- Checking the overall character design - Defining the character's vibe and core concept - Drawing inspiration from anime or movies - Ensuring all parts are properly cut and filled
03. Importing and Sorting Layers- Sorting part layers by drawing order and demonstrating how to handle special layers, such as shadows and intricate outfit details
04. Artmesh Editing- Editing art meshes and dealing with special layers for more complex elements
- SECTION 03
Facial Expressions
05. Making the Eyes- Creating basic eye blinks without expressions - Adding physics to eyes for dynamic movement
06. Making the Mouth- Designing basic mouth shapes
07. Tracking Expressions- Developing expressions based on the character's design - Combining expressions (e.g., happy+angry, sad+surprise)
08. Facial Feature Upgrade with VBridger- Refining mouth shapes and facial expressions for accurate VBridger tracking - Testing mouth shapes for bugs or distortions during face tracking in VTube Studio - Adjusting face tracking parameters in VBridger, VTube Studio, or Vitamins
- SECTION 04
Head Angles
09. Face Angle X- Creating the X face angle using 3D rotation expressions and fine-tuning the details
10. Face Angles Y and XY- Creating the Y face angle with 3D rotation expressions and refining the details - Completing the XY face angles for full facial movement
11. Hair Angle XY and Head Angle Z- Adding hair adjustments to the face angles for a cohesive look - Introducing the head angle Z for full 3D head movement
12. Expresssions Angle XYZ- Incorporating expression marks (manpu, such as angry marks, sigh marks, etc.) for added personality
13. Animal Ears Angle XYZ- Creating angles for animal ears to complement facial movements
- SECTION 05
Body Angles
14. Body Angle X- Making body angle X based on the character's design
15. Body Angle Y- Making body angle Y according to the character's design
16. Body Angle Z- Making body angle Z in alignment with the character's design - Reintegrating hidden parts (e.g., outfit details) back into the body after adjusting body angles
- SECTION 06
Body Movement
17. Extra Arm Movement- Making angles X, Y, and Z angles for cup arms, fan arms, and waving arms
18. Extra Hair Movement- Adding head and body angles (X, Y, Z) to the braid on the shoulder - Introducing angle Z movement for long hair and ponytails - Performing a final check for missing parts before moving on to physics
- SECTION 07
Hair Physics
19. Hair Physics X- Applying hair physics for angle X, based on the length of the hair strands - Introducing how duration, ease of swinging, reaction time, and speed of convergence affect pendulum motion
20. Hair Physics Y & Z- Applying hair physics for angle Y, considering the length of the hair strands
21. Long Hair Physics- Physics for long hair
22. Extra Hair Physics- Physics for ponytails and braids on the shoulder
- SECTION 08
Body Physics
23. Upper Body Physics- Physics for the chest, clothing, and arms
24. Lower Body Phyiscs- Physics for the pants, skirts, and shoes
25. Puffy Jacket Physics- Physics for a puffy jacket
26. Overall Body Physics Enhancement- Refinement stage for more natural and cohesive animation
- SECTION 09
More Physics & Animation
27. Holding Cup Physics & Animation- Simulating liquid physics of a teacup - Creating ON and OFF animations for the cup
28. Holding Fan Physics & Animation- Designing fan OPEN and OFF animations - Adding extra animations for fanning effects
29. Waving Physics & Animation- Creating a looping waving animation - Designing waving ON and OFF animations
- SECTION 10
Final Stages
30. Exporting & Testing- Testing and fine-tuning face tracking for accuracy - Setting up toggles and animations for smooth transitions
- SECTION 11
Bonus: Perspective View Animation
31. Spacial Rotation Making- Introducing the instructor's animation and sharing the sources of her inspiration - Creating the perspective view for the space
32. Character Rotation Making- Designing the perspective view for the character