VTube Studio Tutorial #4 ✨
VTuber Item Keeps Moving? Try This!
A quick VTube Studio trick to make your items stay exactly where you want them.
If this helped, like & repost to help other VTubers find it too! 💕
And don’t forget to save it for later
#VTubeStudio #VTuber #VTuberTips #FinfiTips
I made a thing! I got a couple of requests to make a water bottle toggle for my rat and bunny vtuber models so why not make a live2d item that also covers my arse for any future small animal models :D
As always retweets are greatly appreciated ദ്ദി◝ ⩊ ◜.ᐟ
We’ve built a brand-new VTS plugin for Minecraft!
1. Drive VTS physics engine scheduling based on the player character's vector acceleration in-game
2.Real-time texture replacement and eating animations 3.In-game equipment mapping
4.Status particle effects
5.In-game GUI display
6.Status bar UI rendering
7.Damage impact feedback
Under the hood, a Fabric mod reads the actual game state and uses Minecraft’s own renderer for both vanilla and modded items. A local bridge then translates that data into VTS Custom Items, hotkeys, parameter inputs, model motion, physics and visual effects—all without relying on OCR or OBS.
(●´ω`●)ゞ
#Live2D #VtuberStudio #minecraftㅤㅤ
🧱 #Live3D#Live2D#HandTracking 🧱
I spent some time refining the way I use Warp Deformers to create lateral physics-based swinging motion in Live2D.
With a new production concept, I tried to achieve the highest possible level of mathematical precision.
At the core are two fundamental swinging structures, which I can mix in different proportions to create different qualities of motion.
The first is parallel swinging. Both sides of the Warp Deformer remain perfectly parallel throughout the motion, making it look somewhat like a sheet of paper or a tassel.
The second is bending swinging. The angle between the two sides of the Warp Deformer changes as it moves, making it look more like a flexible tube or a tail.
(0:12)Interestingly, when I layer the first and second structures together, the bottom forms an X-shaped pattern as it swings. It looks a little like a spine or some kind of mechanical structure.
(0:23)The third structure is an equal blend of the first and second. Its characteristics are much more neutral, combining the qualities of both.
(0:35)The fourth and fifth structures are created by smoothly blending the first structure into the center of the second, and the second into the center of the first, respectively. This makes them appear softer and more flexible, somewhat like a piece of fabric.
(0:28)Interestingly, when I blend the fourth and fifth structures equally, the result is exactly identical to the third structure. This also demonstrates that, despite their apparent complexity, the two are actually perfect mirror images of each other.
Every physics-based motion shown here uses a two-segment pendulum structure, with a swinging range of ±90°.
In theory, when curled to its limit, it can bend upward into a perfect semicircle.
To most people, this may look as boring as a brick.
But to me, this is exactly where the romance of Live2D physics lies.
Does anyone else feel the same way?
Ball in 2D? Not so hard to make!
Took me couple hours to re-create this animation in #Live2D and here are the results! Not exact the same but pretty close. Ngl it was pretty challenging but worth a try!
🗑 #Live3D#Live2D#Live2DWIP 🗑
When building a Live2D-based 2D Pseudo-3D model, the way the ArtMesh vertices are connected can also have a noticeable impact on the deformation result.
Using this arm twist as an example, whether the ArtMesh edge / diagonal flow leans left or right becomes a key factor in whether jagged edges appear after twisting.
When raising an arm, the human arm joint can almost only perform a 180° twist with the thumb facing toward the body. So I chose to make all the edges flow to the right, in order to improve the smoothness of the arm after twisting.
This does mean that when performing a 180° twist with the thumb facing toward the camera, jagged edges will appear along the arm. But since human arms rarely rotate that way in normal use, I think this is a reasonable trade-off based on the actual use case.
On the other hand, the subdivision density of the Warp Deformer also affects the twisting result.
For a 180° twist, the subdivision should ideally be 18 or higher.
For a 90° twist, the subdivision should ideally be 9 or higher.
If you force the deformation beyond its limit, it will twist into something like thorns.😈