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Me: I’m excited to share more of the AU!! I just need to write out more of it, like the very beginning because I haven’t really done that. I’ll just throw something together, easy! 

Also me, in my drafts: 

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I know there’s a lot of tension after Tumblr’s new policy annouced for December 17th, but reblog this if you aren’t leaving Tumblr so that other blogs can know they aren’t going to be completely alone!

Not leaving nor stopping doing what I love. You can also find me in my other media!

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The person I reblogged this from is:

•Great

•Kind

•Super cool

•Lit af

•Not a bad person

•Deserves the best

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After a month and a half of hard work, here’s the finished product! I apologise for the wait, @bluepatient and @umbriosis, lots of little bugs added up to spell out a lot of trouble. It’s a bit amateurish (massive understatement) but I’m still proud of it. =)

I hope you enjoy this, and if you don’t feel free to tell me why. Don’t worry, I can take it ;)

Full credits under the cut! (Didn’t have time to add it to the video)

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A little update on my MMD Dance project

So, I decided to move some things to a different program and discovering the bugs that come with an mmd model. They’re not big things, but they are numerous and a little outside the range of my expertise. (hence why I haven’t posted the finished versions of Aqua and Samuel).

I’ve finally figured out how to deal with them and should have both the finished models and a video out next week! I’m hoping once I’ve gotten the first one out(and if the oc owners are willing) to get a new video out on a bi-weekly basis.

tl;dr: MMD model’s have shoddy topology and stuff will be done next week.

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How did you animate with live2d,, it's 4:45am and I've been on this for five hours I'm dying he lp

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I’d be happy to help! 

Hope you don’t mind a tutorial, @mercedes-exe, I’ve been getting this question a lot and thought I’d kill two birds with one stone.

Before we start, make sure your computer meets the program’s minimum requirement. Live2D, despite the name and use, is a 3D program and so requires you to have a graphics card of some kind.

Here’s the official specs: 

I wouldn’t worry too much about this though, as my computer is ancient and works with it quite well.(Still, run the program before you start the tutorial, you don’t want to get to step 2 then find out your computer’s incompatible)

With that out of the way, let’s get started.

Heads up: For those of you who already know about the psd thing and how to set up a model, go straight to step 4

Step 1:

If you know how to edit your candy already, this shouldn’t be a big step. Just grab the base files you’d need for normal candy edits and split your images into separate layers, kinda like this:

image

You’ll need a layer for the bangs, back hair, head, neck, eyebrows, body and eyes.

The eyes have to be separated into the sclera(the whites of the eyes which you might want to edit into a larger size), the iris, the top lid and the bottom lid.

Example(Note: Your actual file must have the layers arranged so the images look like a normal candy. This expanded view is for explanatory purposes only.): 

image

While the hair will have to bechopped up like this (The ugly paint over on the first is me and probably unneeded):

image
image

You might need to paint the neck like this to ensure no background seeps through during animation:

image

The head and nose also need to be separated like so:

image

In my experience, you want to separate the lips into a top and bottom as well, but I haven’t tried that myself yet and I think it depends on the model you’re using(more on that in a mo).

Step 2:

Once everything’s ready, export the file as a psd and open Live2D cubism 3.0

Start-up should look like this: 

Click on open, navigate to the folder containing your psd file and double-click.

You should get this pop-up:

Choose full-scale, otherwise some quality will be lost.

Then something like this should show up:

Step 3:

Right, here’s where things get a little tricky.

First off, you’ll need some of the samples from the site. Simply google Live2D samples and the second result should be what you need.

I downloaded a bunch of these, but ended up using the Chitose model as he was easier to work with.

Next, go to file and click on Apply Template. Navigate to wherever it is you saved your preferred model and click ok.

After a while, something like this should pop-up:

You have to use the sliders on the left to edit the model to match your image.

You can scale the model using the red handle bars around it and move it by clicking near the center.

Each of the sliders on the left move a specific part of the model, so use that to match as exactly as you’d like. 

A little warning: Chitose sliders are in Japanese, so if you want to use him, you’ll have to experiment to see what does what.

Click on apply template when you want to see the results of your hard work.

Um, yeah, don’t expect it to look amazing straight off the bat, the program can mix things up and you’ll need to fix it.

Which, fortunately, is simple enough.

Click on the blue playback button to stop the model’s movements and select the affected parts of your image. Select the correct corresponding part of the model and click Link matching components.

Example:

Just mess around with it until you’re happy then click OK.

The program will then generate a model mesh for you.

You’re almost done with this stage, just a little bit to go then you can start animating!

Unfortunately, this is the hardest part(in my opinion). To get the mesh deforming as you’d like, you have to mess around with the green girds and white dots that appear on the model when you click on its parts.

Use the GREEN sliders on the left to move your model and click on any part you think needs adjusting to do so.

Example screen:

Please don’t touch the red sliders. I don’t know what they do, but I know the program uses them. If you edit a mesh or deformer after using a red slider, you could sabotage all of your hard work. So please, no touching.

Once you’re happy with your model, save and create a new animation(ignore the little pop-up that shows up, we won’t be needing it for our purposes).

Step 4:

This is the simplest step if you have some animating experience. If you don’t, it’s still pretty easy, though you may need google a few things like keyframes, tweening and maybe the 12 principles of animation for a decent understanding.

First, give your new scene a name then save. The inspector tab near the bottom will allow you to do this.

It’s at this point that you may want to change the canvas’ size(done in inspector tab) as doing this after this point will only mess everything up. 

Next, save your empty animation, and close Live2D. 

I promise I’m not trolling you, I’ve just never gotten this step to work in any other way. This might just be my computer so feel free to ignore this step and see if it works for you.

Moving on, open up Live2D again and open your animation file, then drag your model from it’s location into the program then wait while a model track is created.

Now we’re ready to start animating!

A quick run down of the highlighted interface.

Blue: 

The same sliders as before, only now you’re allowed to move the red ones. Moving thse moves the corresponding part of your model and automatically creates a keyframe for that movement.

Green: 

The Graph editor is where all your keyframes go and where you edit the speed and flow of your animation. You’ll also need it to place your keyframes at the correct moments in time that you want and so you delete any frames you don’t want. 
Remember that the graph editor measures in a weird second ratio, so your animation is probably a lot shorter than you think it is.
Also, if you want your animation to be longer than the default, you’ll have to drag the purple bar near the top to your desired length(max length 3s).

Yellow:

The canvas is where your animation comes to life! You can see how the model’s deformation looks at a certain point in time by clicking the appropriate time in the graph editor.

Red:

Last but not least, the timeline. 
It’s use is fairly obvious; use it to see the entire animation in real time.

You might want to muck around with this to get a feel for the interface, or just to see the full extent of your model’s abilities.

When you’re ready to export your finished animation, simply click File, export Image/Animation and choose Gif animation.

You can mess with these settings if you know what they do. Otherwise I’d advise you to not touch a thing.

A little tip: the size is automatically linked to your canvas size and lowering it will ruin the quality(hence why you should change the canvas size before you import the model).

Click OK when you’re happy and you’re done!

I hope this tutorial will help with Live2D. If you’re still having problems, let me know and I’ll help if I can!

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