#live3d

🩰 #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345,428 просмотров • 18 дней назад

🔱 #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 просмотров • 2 месяцев назад

🧱 #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20,793 просмотров • 1 месяц назад

🛡#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 просмотров • 8 месяцев назад

👌 #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 просмотров • 1 месяц назад

🌚 #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 просмотров • 2 месяцев назад

🗑 #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 просмотров • 2 месяцев назад

🌪️#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 просмотров • 11 месяцев назад

👔#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 просмотров • 11 месяцев назад