1️⃣ Make the Eyes Open & Close
2️⃣ Make the Eyes Smile & Neutral
3️⃣ Learn how to rig the Eyelashes
🚩 Quest 1: Create Custom Art Meshes for the Important Eye Parts
🚩 Quest 2: Create Deformer Hierarchy for Eyes
🚩 Quest 3: Change Draw Order and Blend Mode of Eye Parts
🚩 Quest 4: Learn what parts of the Eye get keyed to what parameter
🚩 Quest 5: Rig the Eye
To help the eye parts deform nicely, we’ll manually mesh some key ArtMeshes:
The rest of the eye parts can use auto meshes for now.
Create this exact deformer hierarchy for the Left Eye only (we’ll copy it later for the right side):
Use [XY]
for movement, [PH]
for physics, and keep Art Meshes nested under the appropriate deformers.
⚠️ Important: You do not need to build this again for the right eye. We’ll copy the Left Eye deformers later.
Since the only thing covering the eyes is the bangs, we can safely give all Eye ArtMeshes a Draw Order of 800.
Live2D has three blend modes you can assign to any ArtMesh:
We want to apply Additive to glowing or soft effects in the eyes.
Change the Blend Mode to “Additive” for the following:
Here are the parameters and values you’ll need for the Lua Model. (Different models or rigging styles can use different values, but generally stay around the same area)
The same Parameters need to be made for the Right Eye.
🧠 For this tutorial, and in my usual rigs, I tend to name the deformers with a guide for what they do:
[XY]
deformers → usually control Angle X / Angle Y, or Body X / Body Y Angles[PH]
deformers → will be linked to physics parameters (next lesson)[Open/Close]
→ linked to Eye Open and Eye Smile[Eyebrow]
→ respond to Eyebrow Form, Y Position, and AngleWe specifically name our deformers to match the parameters they’ll be rigged to — this makes it easier to follow as we rig.
Select the tool form the top tool bar, and draw a line across an art mesh to create the moveable points.
After rigging one side point of a parameter (e.g. left or right), use Reflect Motion to automatically mirror the deformation.
Use the “Palette Menu” on the Parameter window
Select “Reflect Motion…”
You’ll mainly rig the eyes to these two parameters:
Move each individual eye part on the properly posistioned keyframes to match the shapes provided in the chart above.
You can view the workflow VOD at the end of this Level for the entire eye rigging process.
Level 2 - Stage 1 | Study File
1️⃣ Make the Eyes Open & Close
2️⃣ Make the Eyes Smile & Neutral
3️⃣ Learn how to rig the Eyelashes
🚩 Quest 1: Create Custom Art Meshes for the Important Eye Parts
🚩 Quest 2: Create Deformer Hierarchy for Eyes
🚩 Quest 3: Change Draw Order and Blend Mode of Eye Parts
🚩 Quest 4: Learn what parts of the Eye get keyed to what parameter
🚩 Quest 5: Rig the Eye
To help the eye parts deform nicely, we’ll manually mesh some key ArtMeshes:
The rest of the eye parts can use auto meshes for now.
Create this exact deformer hierarchy for the Left Eye only (we’ll copy it later for the right side):
Use [XY]
for movement, [PH]
for physics, and keep Art Meshes nested under the appropriate deformers.
⚠️ Important: You do not need to build this again for the right eye. We’ll copy the Left Eye deformers later.
Since the only thing covering the eyes is the bangs, we can safely give all Eye ArtMeshes a Draw Order of 800.
Live2D has three blend modes you can assign to any ArtMesh:
We want to apply Additive to glowing or soft effects in the eyes.
Change the Blend Mode to “Additive” for the following:
Here are the parameters and values you’ll need for the Lua Model. (Different models or rigging styles can use different values, but generally stay around the same area)
The same Parameters need to be made for the Right Eye.
🧠 For this tutorial, and in my usual rigs, I tend to name the deformers with a guide for what they do:
[XY]
deformers → usually control Angle X / Angle Y, or Body X / Body Y Angles[PH]
deformers → will be linked to physics parameters (next lesson)[Open/Close]
→ linked to Eye Open and Eye Smile[Eyebrow]
→ respond to Eyebrow Form, Y Position, and AngleWe specifically name our deformers to match the parameters they’ll be rigged to — this makes it easier to follow as we rig.
Select the tool form the top tool bar, and draw a line across an art mesh to create the moveable points.
After rigging one side point of a parameter (e.g. left or right), use Reflect Motion to automatically mirror the deformation.
Use the “Palette Menu” on the Parameter window
Select “Reflect Motion…”
You’ll mainly rig the eyes to these two parameters:
Move each individual eye part on the properly posistioned keyframes to match the shapes provided in the chart above.
You can view the workflow VOD at the end of this Level for the entire eye rigging process.
Level 2 - Stage 1 | Study File