Level 1 - Fundamentals
>
Stage 5 - Parameters & Blend Shapes

Stage 5 - Parameters & Blend Shapes

STAGE

🧭 Lesson Objective

1️⃣ Learn what parameters and blend shapes are

2️⃣ Learn how to create parameters and blend shapes

3️⃣ Learn how to use parameters and blend shapes

4️⃣ Learn how to use multiple parameters or blend shapes at once

🎯 Lesson Quests

🚩 Quest 1: Learn what a parameter is
🚩 Quest 2: Create a parameter
🚩 Quest 3: Add key points to a parameter
🚩 Quest 4: Learn what having multiple parameters does to an art mesh or deformer
🚩 Quest 5: Learn what a blend shape is
🚩 Quest 6: Create a blend shape

🚩 Quest 1: Learn What a Parameter Is

A parameter allows you to keyframe an art mesh or deformer to specific movements or positions.
You’ll use parameters to define how something moves or changes — for example, head turning, eyes blinking, or breathing.

Live2D Example

The parameter works by smoothly transitioning your mesh or deformer between keyed positions, like the GIF above, the logo is moving on a parameter from -30, 0, and 30.

Each parameter also has:

  • A name that tells you what it controls (e.g., Angle X)
  • An ID that tells programs like VTube Studio how to control it

🧠 You can find a list of default parameters and their IDs on the Live2D official site. These descriptions and remarks will help you choose the right ones as you rig.

Live2D Cubism Parameter List - Official Website

🚩 Quest 2: Create a Parameter

To make a new parameter:

  1. Go to the Parameter window
  1. Click the ➕ button in the bottom-right corner

You’ll be able to:

  • Set a name
  • Assign an ID
  • Choose the range (minimum, default, maximum)

🧩 Parameter Ranges – Why They Matter

Ranges control the amount of motion and how smoothly it plays out.

General guidelines:

  • Mouth & Eyes: 0 (closed), 1 (open), 1.8 (Surprised open) - (These values can be changed per rigging style.)
  • Face Angles (Angle X, Y, Z): -30, 0, 30
  • Body Angles: -10, 0, 10
  • Physics sliders: Use ranges that match the expected movement intensity

⚠️ A large movement on a small range like -1 to 1 can appear jittery, especially when physics are applied.

🚩 Quest 3: Add Key Points to a Parameter

To make a parameter affect a mesh or deformer, you need to add key points.

Step 1 – Select a mesh or deformer

Then choose one of the following methods:

🔧 Method 1 – Use the Parameter Window buttons

At the top left of the Parameter window, you’ll see three buttons:

  • Add Min & Max key
  • Add Min, Default, Max key
  • Delete all keys

🔧 Method 2 – Right-click the parameter

Right-click the slider area of a parameter, and a menu will appear.
You can choose to add or remove key points from there.

🔧 Method 3 – Double-click the parameter

A pop-up window for that parameter will open, and you can adjust the key settings just like the buttons above.

Once key points are active, you’ll see green dots appear in the parameter timeline.

🚩 Quest 4: Learn What Multiple Parameters Do

You can assign more than one parameter to the same deformer or art mesh — this allows you to build more complex motion.

  • 1 Parameter = 3 positions
  • 2 Parameters = 9 positions
  • 3 Parameters = 27 positions

For example:

  • Angle X: -30, 0, 30
  • Angle Y: -30, 0, 30
  • Together, you now have 9 positions to rig — every combo of X and Y together

You can link parameters by clicking the chain link icon next to each parameter in the list — this helps visualize how the positions overlap.

This is useful for when we want to rig things like the head's corner angles.

If the model was looking up and left, this would be one of the combined Angle X and Angle Y Parameter points.

⚠️ Tip: Keep it simple

Avoid using more than 2 or 3 parameters per mesh.

This is because having three parameters would create 27 different parameter positions. 9 for Angle X and Y, and then multiply that by 3 for each Angle Z position.

3x9 = 27 different positions.

Now you can see if there was was 4 or 5 parameters on one art piece or deformer, things could get pretty complicated.

🚩 Quest 5: Learn What a Blend Shape Is

A blend shape is a special kind of parameter that works just like regular parameters… but with one key difference:

👉 When you use multiple blend shapes, Live2D will automatically generate the in-between frames.
You don’t need to manually rig all 9 or 27 positions!

If it automatically generates the positions, then why use regular parameters?

Since Live2D auto-generates the corner positions, you can’t control how those movements look.

For something like head angle corners, we want to control how the art meshes or deformers look, so blend shapes wouldn't be ideal.

🚩 Quest 6: Create a Blend Shape

You can create a blend shape by:

  1. Creating a new parameter or editing an existing one
  2. In the parameter settings window, check the “Blend Shape” box

⚠️ You can’t convert a parameter into a blend shape if it already has keyframes — you’ll need to remove the keys first.

🏁 End of Level 1 - Stage 5 | Parameters & Blend Shapes

Level 1 - Fundamentals
>
Stage 5 - Parameters & Blend Shapes

Stage 5 - Parameters & Blend Shapes

STAGE

🧭 Lesson Objective

1️⃣ Learn what parameters and blend shapes are

2️⃣ Learn how to create parameters and blend shapes

3️⃣ Learn how to use parameters and blend shapes

4️⃣ Learn how to use multiple parameters or blend shapes at once

🎯 Lesson Quests

🚩 Quest 1: Learn what a parameter is
🚩 Quest 2: Create a parameter
🚩 Quest 3: Add key points to a parameter
🚩 Quest 4: Learn what having multiple parameters does to an art mesh or deformer
🚩 Quest 5: Learn what a blend shape is
🚩 Quest 6: Create a blend shape

🚩 Quest 1: Learn What a Parameter Is

A parameter allows you to keyframe an art mesh or deformer to specific movements or positions.
You’ll use parameters to define how something moves or changes — for example, head turning, eyes blinking, or breathing.

Live2D Example

The parameter works by smoothly transitioning your mesh or deformer between keyed positions, like the GIF above, the logo is moving on a parameter from -30, 0, and 30.

Each parameter also has:

  • A name that tells you what it controls (e.g., Angle X)
  • An ID that tells programs like VTube Studio how to control it

🧠 You can find a list of default parameters and their IDs on the Live2D official site. These descriptions and remarks will help you choose the right ones as you rig.

Live2D Cubism Parameter List - Official Website

🚩 Quest 2: Create a Parameter

To make a new parameter:

  1. Go to the Parameter window
  1. Click the ➕ button in the bottom-right corner

You’ll be able to:

  • Set a name
  • Assign an ID
  • Choose the range (minimum, default, maximum)

🧩 Parameter Ranges – Why They Matter

Ranges control the amount of motion and how smoothly it plays out.

General guidelines:

  • Mouth & Eyes: 0 (closed), 1 (open), 1.8 (Surprised open) - (These values can be changed per rigging style.)
  • Face Angles (Angle X, Y, Z): -30, 0, 30
  • Body Angles: -10, 0, 10
  • Physics sliders: Use ranges that match the expected movement intensity

⚠️ A large movement on a small range like -1 to 1 can appear jittery, especially when physics are applied.

🚩 Quest 3: Add Key Points to a Parameter

To make a parameter affect a mesh or deformer, you need to add key points.

Step 1 – Select a mesh or deformer

Then choose one of the following methods:

🔧 Method 1 – Use the Parameter Window buttons

At the top left of the Parameter window, you’ll see three buttons:

  • Add Min & Max key
  • Add Min, Default, Max key
  • Delete all keys

🔧 Method 2 – Right-click the parameter

Right-click the slider area of a parameter, and a menu will appear.
You can choose to add or remove key points from there.

🔧 Method 3 – Double-click the parameter

A pop-up window for that parameter will open, and you can adjust the key settings just like the buttons above.

Once key points are active, you’ll see green dots appear in the parameter timeline.

🚩 Quest 4: Learn What Multiple Parameters Do

You can assign more than one parameter to the same deformer or art mesh — this allows you to build more complex motion.

  • 1 Parameter = 3 positions
  • 2 Parameters = 9 positions
  • 3 Parameters = 27 positions

For example:

  • Angle X: -30, 0, 30
  • Angle Y: -30, 0, 30
  • Together, you now have 9 positions to rig — every combo of X and Y together

You can link parameters by clicking the chain link icon next to each parameter in the list — this helps visualize how the positions overlap.

This is useful for when we want to rig things like the head's corner angles.

If the model was looking up and left, this would be one of the combined Angle X and Angle Y Parameter points.

⚠️ Tip: Keep it simple

Avoid using more than 2 or 3 parameters per mesh.

This is because having three parameters would create 27 different parameter positions. 9 for Angle X and Y, and then multiply that by 3 for each Angle Z position.

3x9 = 27 different positions.

Now you can see if there was was 4 or 5 parameters on one art piece or deformer, things could get pretty complicated.

🚩 Quest 5: Learn What a Blend Shape Is

A blend shape is a special kind of parameter that works just like regular parameters… but with one key difference:

👉 When you use multiple blend shapes, Live2D will automatically generate the in-between frames.
You don’t need to manually rig all 9 or 27 positions!

If it automatically generates the positions, then why use regular parameters?

Since Live2D auto-generates the corner positions, you can’t control how those movements look.

For something like head angle corners, we want to control how the art meshes or deformers look, so blend shapes wouldn't be ideal.

🚩 Quest 6: Create a Blend Shape

You can create a blend shape by:

  1. Creating a new parameter or editing an existing one
  2. In the parameter settings window, check the “Blend Shape” box

⚠️ You can’t convert a parameter into a blend shape if it already has keyframes — you’ll need to remove the keys first.

🏁 End of Level 1 - Stage 5 | Parameters & Blend Shapes

Level 1 - Fundamentals
>
Stage 5 - Parameters & Blend Shapes

Stage 5 - Parameters & Blend Shapes

STAGE
Learn about Parameters and Blendshapes and how they're used to move a VTuber Model.
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