【Live2D Explanation】The structure of the eyes of the new model (Patreon)
Content
*This article is a translation of one published on March 14, 2022.
As announced, here is a brief explanation of how to model the eyes here
○Left eye open/closed (min. 0, max. 1.2, default 1)
○Right eye open/closed (min 0, max 1.2, default 1)
○Smile (min. 0, max. 1, default 0)
○Eye Large Small (min -1, max 1, default 0)
○Eyeball X (min -1, max 1, default 0)
○Eyeball Y (min -1, max 1, def 0)
Items marked with a "0" are those that are actually tracked.
In actual tracking, "smile" is moved by the corners of the mouth, and "Eye Large small" is moved by the eyebrows up and down.
The "eye size" and "eyeball XY system" are not dotted, but they are actually triggered by physics calculations to move other parameters.
This time, some of the eye highlights are coming above the eyelashes, which is unnatural if they remain when the eyes are closed, so I am dotted at 0.1 and disappear just before the eyes are closed.
These are the parameters that are tied in with the physics operations. There are so many that we will look at them in order.
◆← eyes+(min 0 max 1 default 0)
◆← eye-(min-1 max 0 default 0)
◆→eye+(min 0 max 1 default 0)
◆→eye-((min-1 max 0 default 0))
The parameter with ◆ is for normalizing the input.
The eye open/close parameter is minimum 0, maximum 1.2, and defo 1, so the defo location is biased to the → side. If you put them in the input angle in that state, the defo state of the output parameter will be wrong, so to avoid that
By assigning the "0~1" movements of the eye to the - series and the
The "1~1.2" movement is allocated to the + system.
The default state is kept normal.
I will not explain input normalization in detail this time, but will explain it again in another article if there are many people who want to know more about it.
The parameters marked with ★ are for shaking by physics calculations.
(All are min -1, max 1, default 0)
★Eyelash 4
★Eyelash 3
It is a deformation to exaggerate the movement of the entire eye. As you can see, the movement is physically impossible. Of course, the human eye does not move like this.XD
However, by using physics to calculate this, the moment the eyes open and the moment the eyes close, the motion of the eyes stretching and contracting for a moment is added, creating a large impact on the appearance of blinking.
In other words, it is similar to the technique of daring to break up the midsection of an anime battle scene by lengthening the legs or making the hands limp in order to make the scene more dynamic.
By the way, this was not my idea, but I saw her tweet and thought "oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo cute!!!!
https://twitter.com/2wintails/status/1498580606854516737?s=20&t=nrhEMjsWnmD5l3bpEwtJqA
★Eyelash 2
★Eyelash 1
2" is the vertical sway of the lashes and "1" is the horizontal sway of the lashes.
★pupillary1
★pupillary2
1" is the size of the entire pupil and "2" is the size of the pupil.
It is intentional that the + parameter of "1" is not moved.
It would be fine to add a movement to make the pupil larger, but this would make the pupil bigger and darker when the eyes are half-closed, so I left it out.
By the way, the actual human eye only does "2" movements. But in anime and manga, we often see "1" movements. This is also an exaggeration and deformation.
Set these two as output parameters, and set
Eye open/close" is set to the input parameter position X
By setting "eye size" as the input parameter angle
As shown above, the pupils expand and contract momentarily when the eyes open and close, and the entire pupil becomes tiny when the eyes are open.
In actual tracking, the attenuation of the shaking will be stronger, so the shaking is added very strongly.
★Eye Highlight X
★Eye Highlight X2
★Eye Highlight Y
★Eye Highlight Y2
This is the vertical and horizontal movement of the highlights.
The parameters are divided for each to create different movements for highlights and reflections, and to achieve a gradual and rapid expression.
The movement of Y is considerably exaggerated.
The fish will be animated individually later, but a slight swaying motion is also added to the eye highlights. In this way, the fish sway a little even when blinking, which makes it look as if "blinking causes the water to flow and the fish to be swept away.
★Eyeball X
★Eyeball Y
This is the XY movement of the eye. This is tied to the aforementioned "○ eyeball XY" to move them.
The reason why I went to the trouble of using physics to track the movement of the eyes is that I wanted to include the XY angle of the face in the input, so that when the face turns to the side, it will look at the camera a little bit.
★pupillary X
★pupillary Y
This movement expresses the sphericity of the eyes.
If you move it as it is, it looks very uncomfortable. lol
I used to tie this movement directly to the XY of the face.
However, now I want to add a 3D effect to the "eyeball XY" movement...and I don't want to increase the number of parameters to be tied to it (if I tried to do it directly, I would have to add 4 different parameters), so I am using physical operations to move the eyeballs.
Here's what it actually looks like when you move it! Can you see how the pupil is slightly concave on the opposite side when the eye is facing up, down, left, or right? This gives the pupil a more spherical and lens-like appearance.
Incidentally, the highlight movement is tied a bit to the XY of the eye as well as the opening and closing of the eye.
3If you don't scroll, you can't get into the screen.lol
6 fish in one eye, 12 on each side.
I wanted to move each of them individually, so I had to add a lot of parameters.
But each movement is simple and easy to manage (most of the animations are copy and paste).
Parameters marked with ◇ are used to move the motion file or facial expression difference file.
The X is the movement of swimming sideways and the turn is the movement of turning over.
Combine this and the fish will circle around in my pupil forever. lol
The fish is not clipped to the pupil, so when it goes to the edge, it protrudes.
Adjust the fish so that it does not overhang during animation.
(I want to keep the number of clippings low because we are planning to move the fingers all the way down to the fingertips...)
Y is the trigger key to move the "vertical movement of the fish" (described below) using physics calculations.
The "1" and "2" parameters marked with ★ are the vertical movement of the fish.
By tying this to the Y parameter mentioned earlier
Just gurgling the Y parameter like this will make the fish swim.
I am not good at making animations, so I rely on physics as much as possible to make the movements look good with a two-dimensional bluff.
For a change, the foam parameters are very simple.
The movement of "bubbles getting smaller as they rise upward while reversing their positional relationship," and
ON/OFF switch for bubble transparency.
Combined, this creates a looping animation in which the bubbles rise to the top and then disappear.
Movement of X
Y movement (slow and steady waves are used for natural movement)
Turn movement
I attach a series of these motions to all the fish in the eye.
Then, slightly shift the timing of each fish's movement
This is the motion of the bubbles up and down and transparency. The timing is also shifted left and right.
This is what it would look like without the physics-based bake animation .
The fish are swimming very gracefully.
Vertical shaking is added by performing physics-based animation bake.↓
It has become more realistic all at once.
That's how this move came to be!
How was it? Was it more man-hours than you thought? Was it less?
By the way, I completed this movement in one or two days.
After completing a number of Live2D models, once you know "how to deform the model to get a good final movement," you can find the rules and work faster.
Hope this helps!
Sorry for all the URLs.
I couldn't think of a good way to embed the video in patreon's text.
If you have any good ideas, please let me know!