
📐Hephaestus📏Live2D匠人魂
@Live2Doll • 4,850 subscribers
| | Live2D Artist Researcher 🇹🇼 | | Looking forward to any form of artistic exchange. | | Using translation software. Apologies for any errors.
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🩰 #Live3D #Live2D #FeetTracking 🩰 I’m really happy that this modeling commission also gave me the opportunity to create and experiment with a FeetTracking model using Live3D technology. This technique doesn’t require complex image separation, using only front-view leg, sole, and toenail image assets to achieve pseudo-3D movement and flexible toe gripping. Let’s take a look at what this FeetTracking model can actually do in VTube Studio✨✨
📐Hephaestus📏Live2D匠人魂342,176 views • 13 days ago

🔱 #Live3D #Live2D #HandTracking 🔱 This is the highest-spec hand-tracking model I’m currently capable of creating. The model was created based on the Live2D-based 2D Pseudo-3D concept, and for the first time, it incorporates techniques such as colored linework, rim lighting, and independent finger outlines. These new techniques allow the model to achieve a pseudo-3D effect while faithfully preserving the artist’s original art style. Please check out the video for more details✨
📐Hephaestus📏Live2D匠人魂82,028 views • 2 months ago

🧱 #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?
📐Hephaestus📏Live2D匠人魂19,362 views • 1 month ago

🛡#Live3D #Live2D #Live2DWIP🛡 Collaborating with Moshie Studio ✦ Live2D & Stream Assets , I built this pseudo-3D hand entirely in Live2D It supports full 360° X-axis rotation, finger grasping, and a fake outline effect. So in a way… this is a pseudo-2D inside pseudo-3D inside 2D ☝🤓
📐Hephaestus📏Live2D匠人魂97,216 views • 8 months ago

👌 #Live3D #Live2D #HandTracking 👌 Today I want to share one of the most hidden little tricks I built into the HandTracking model I made for Glitch... While keeping the entire transition from an open hand to a closed fist completely smooth—and without adding any extra gesture—I designed the thumb and index finger so that, at 120° of bending, they naturally form a perfect OK sign. The thumb was especially difficult. From both the front and side views, it has to move along an angled path, which made this several levels more challenging. I had to make sure that their movement paths, offset angles, and movement speeds would all converge perfectly at exactly the right point during the transition, without directly creating an OK gesture as a separate motion. To make this tiny little trick work, back then I ended up sticking countless protractors all over my own hand ✋🤓🤚
📐Hephaestus📏Live2D匠人魂11,772 views • 26 days ago

🌚 #Live3D #Live2D #HandTracking 🌝 I’d like to talk specifically about a method for creating camouflage pseudo-outlines within the Live2D-based 2D Pseudo-3D concept. At first glance, the visual effect of this technique may look rather subtle. But when it comes to faithfully preserving an illustrator’s art style, it becomes an essential technical detail. This is especially important for illustrators who care deeply about the color details of their linework. With this technique, they can still take control of the pseudo-outline colors even within Live3D. Creating this kind of camouflage pseudo-outline is not difficult. All it requires is for the illustrator to provide one additional special set of assets. It looks like a shadow duplicate of the original hands, except painted with camouflage-like colors. During pseudo-3D rotation, each camouflage-colored area of the shadow duplicate cleverly corresponds to the outline color of the same part. It may be a little hard to imagine from words alone, so please take a look at the video! I hope this special production technique can also bring some inspiration to everyone. 😇
📐Hephaestus📏Live2D匠人魂20,905 views • 2 months ago

#Live2D This illustration was something I drew years ago, on an old phone, before I ever became a rigger. I had nowhere to go this Christmas, so I spent one night turning it into a short animation. …Dedicated to every artist who’s struggling. This world has never really been fair to artists 😌
📐Hephaestus📏Live2D匠人魂48,995 views • 8 months ago

#Live2D #Live2DWIP In live2D, a 3D hand is created by combining 12 deformers.👍
📐Hephaestus📏Live2D匠人魂101,168 views • 2 years ago

【👄口型與參數概念🫦】 製作中途 想展示並說明關於L2D中 口型與參數的概念 有在委託或者學習L2D的人可能會聽過 關於2x1、2x2、3x3、5x5的口型概念 ......然後聽不懂那是什麼意思! 今天我就來解釋這個令人困惑的概念 其實是這樣的 在控制口型時,通常會用到兩個參數去做控制 分別是: ↔️[微笑程度] 與 ↕️[開合程度] 而那個1~5的數字 就是指在上述參數中,分別被切了多少個動作節點 (每個節點可以捏一次造型) 比如5x5,那就意味著我把微笑與開合都切成了5節點 (換句話說就是我必須捏出5x5=25種造型) 比如3x3,那就意味著我把微笑與開合都切成了3節點 (換句話說就是我必須捏出3x3=9種造型) 比如2x1,那可能意味著我把開合分成2等分 並且沒有微笑變化,那麼最終就只有2x1=2種造型 所以就數值層面來看,5x5會是其中最高規格的作法 但若從設計層面來看,5x5卻未必是其中最好的做法 因為節點切得越多,意味著中間的人為干涉愈多 一般人為是很難剛好捏出完美漸變動作的 (除非描樣板) 可能因此造成動畫不流暢的問題 所以我一般比較傾向於2x2的口型 並且盡可能把造型捏完美,非必要不增加節點 讓L2D替我補上中間動畫 以下方影片為例: 它是我在這次委託中捏的口型 本質是2x2口型(排成25視圖只是方便大家觀察) 但我額外加了一個節點讓最上方的口型可以更圓潤 所以是3x2口型 除此外我增加了第三個參數,讓口型可以變成貓唇 因此也可說是3x2x2口型哦👍 有關口型的概念就這些了 希望這樣的介紹可以讓大家更認識L2D的世界 有不懂都歡迎留言問哦!!
📐Hephaestus📏Live2D匠人魂144,704 views • 3 years ago

🗑 #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.😈
📐Hephaestus📏Live2D匠人魂11,144 views • 2 months ago

🍟#Live2D #Live2DWIP🌭 Progress Update!! Lately, I've been a bit lazy, so it took me quite a bit of time to finish the coloring for the back and additional parts. That said, I'm really satisfied with the overall results! As shown in the video, aside from the 3D effect, the chest size and outfit switching features are functioning well. (I’m not showing the outfit switching this time.) I also used physics settings to drive the full-body motion parameters, so now the posture movement logic is the same as traditional Live2D dolls—controlled entirely by head coordinates. Currently, I'm using only the culling feature for 3D simulation, which is why some Live2D-specific clipping issues appear in the visuals. The 2D clipping mainly happens in areas like the sides of the arms and legs. I plan to address this by adding Draw Order settings later, which should greatly improve the situation. Additionally, there's a gap where the ArtMeshes for the front and back connect. It seems that even though I've meticulously aligned the original warp deformers, this issue still persists. I suspect the problem lies with the PSD artwork. If I extend the range of the graphics a bit more, this should be resolved. Overall, I'm feeling really optimistic about the progress so far! The only downside is that I might not finish this Halloween outfit until Christmas, hahaha🫠🫠🫠
📐Hephaestus📏Live2D匠人魂62,187 views • 1 year ago

🌪️#Live3D #Live2D #Live2DWIP🌪️ Here’s a curious little hack… Even if a Warp Deformer is configured as a Live3D form, as long as the geometry isn’t too complex you can treat that Warp Deformer as a pseudo-3D volume, and let hair cards swing inside it. In the clip, I’m nesting a sway-physics Deformer inside a 3D Warp Deformer, which itself sits inside a Z-bend Warp Deformer. The result is a Live3D hair strand that both sways and curls with its own physics.
📐Hephaestus📏Live2D匠人魂36,324 views • 11 months ago

👔#Live3D #Live2D #Live2DWIP👔 I finished the clothing template for Live3D and added some deformation features that let it freely switch between: skirt → top long sleeves → short sleeves. Putting clothes on means the model has finally taken a step from being just a base body toward becoming a character. So I gave her black underwear to keep things safe from indecency, lol.
📐Hephaestus📏Live2D匠人魂31,188 views • 11 months ago

🕹️#Live3D #Live2D #Live2DWIP🕹️ I designed a Physics Pendulum system in Live3D that can control full-body Parameters. You can move just the head or the hips with XYZ Angles, or switch between standing, sitting, raising hands... All without interfering with each other.
📐Hephaestus📏Live2D匠人魂26,027 views • 1 year ago

💎#Live2DAwards12 #Live3D💎 作品名稱:Live3Dモデル仕様ちゃん 樂曲生成:Suno v5 **Please turn on the sound** 歌詞: Live3Dモデル仕様 ..... PSD解像度:4320 × 5760 ピクセル パーツ数:63 パーツ ワープデフォーマ数:111 デフォーマ 回転デフォーマ数:127 デフォーマ デフォーマ補間数:4303 キー アートメッシュ数:216 メッシュ 頂点数:51,273 バーテックス ポリゴン数:88,093 トライアングル ...モデル構造は、ここまで Live3D運動学仕様 ..... 20 個の関節、X軸まわりに360度回転 20 個の関節、Y軸まわりに360度回転 20 個の関節、Z軸まわりに360度回転 前腕のツイスト、2 軸 360度回転 合計、62 の運動学自由度 ...骨格の可動範囲は、ここまで Live3Dカスタマイズ仕様 ..... 目の輪郭、7 つのパラメータ 髪型の造形、13 のパラメータ 衣装の造形、4 つのパラメータ 色彩の変更、13 のパラメータ 胸部サイズ、1 つのパラメータ 合計、38 のパラメータ ...外見の自由度は、ここまで Live3D動作仕様 ..... 手掌は、開いて、閉じて、握ることができる 表情は、基礎的なキャプチャに対応する 呼吸にあわせて、胸が上下に動く 髪は、慣性で揺れる 胸も、慣性で揺れる 全身の姿勢変化にあわせて、慣性で揺れる ...挙動の特徴は、ここまで 私は…… 全体の姿勢を協調させる in システムを創造し、 左右の足の重心を調整する アクションスタンド機構を築きました。 至此、Live3D人形は、ついに…… 自由に立ち、自由にしゃがみ、そして舞い踊ることができるのです。 有了 Live3D モデル…… 平面の絵師は、モデラーと協力して、自分のキャラクターを 3D へと具現化できる。 Vtuber は、カメラの前での活動性を拡大し、 首を三十度振るだけで、百八十度の立体効果を見せることができる! Live2D の精緻な表情を保ちつつ…… 3D モデルの全身自由度を兼ね備える。 追加素材を用意せずとも、自由にポーズを変えられる。 さらには…… MMD のように動作データを入力すれば、そのまま踊り出すこともできる。 けれども、これが Live3D の限界ではない。 未来において…… 制作技法を磨き、安定性を高める。 モジュール化によって、コストを削減する。 可変性を広げ、より多くの造形をカバーする。 そして…… 絵師が加われば、さらに個性的な作品が生まれる。 Live3D は…… 単なる「3D らしさ」を超え、 やがて Live2D の表現技法をも取り込み、 唯一無二の表現へと進化していくのです。 沈睡の Euclid よ。 私は…… 二十か月の成果を携え、ただ独り、あなたに朝聖する。 この全ての努力は…… Live2D Cubism Editor を用いて、偽りの 3D を創り出せることを証明するため。 二次元の国は…… 三次元の世界へと進撃する。
📐Hephaestus📏Live2D匠人魂21,416 views • 11 months ago