Hellooo!

Thank you so much for purchasing this study file! I really appreciate your support, and I hope this helps you understand more about how physics and animation work together!!

Please lets me introduce myself ,I m a full-time 3D animator who loves bringing characters to life! That is how I got into Live2D. Even though 2D and 3D animation are different but I am use the same concepts to applied them.

I explain two parts: Rigging and Animation to show how I approach things! Sorry if the list is too long (˃ ᗝ ˂)


---Rigging---
-Every Vtubers have different personality and requirement. So I set up the core movements ( Translate Y ,Body position z , Torso movement , Shoulder movement and hips etc) with physics. So that you can control the movement base on their characteristic. 
- you can separate the angle x/y/z and body x/y into different physics groups too. My physic setting is almost perfect sync with physic pendulum so it wont have any delay on the tracking .However, you can adjust them for more bounce or delay if needed. ( Augment physic )
- These physics settings serve as my base rigging setup before refining the model’s movement further. I tweak them as needed to better match the character~
- The hip is divided to 2 part , angle and position . Angle allow the hips to sway slowly while staying in place and position enables bouncing or shaking at original position.
- I am using 3 delay group to rig the hip. This can apply on other part too but just be careful not to make everything too floaty.
- Physic leg 1 is legs inward movement and Physic leg 2 is steppies. 
- Please feel free to use my physic setting as a base if its help on your commission ~

If you are not planning to create animations, you can skip the section below. However, feel free to explore it to gain some basic understanding of animation!!

---Animation---
- Please review the animation in physic setting window as I use physics to control the overall animation.
- I create new parameters for animation and link them to the physic( eg. - Body Y anim, hip angle anim , etc )
- You can start by keying movement in the physics parameters (eg. - Body Y aug , Physic hip angle , etc) ,once you have the rough movement done , you can cut and paste the keys into the animation parameters . 
- I usually start the animation with Translate Y
- You can key on the XYZ tracking parameter (eg. Body X/Y/Z ) if you dont want the model able to do tracking while doing the animation

---Dance---
- I use translate Y to get the tempo/rhythm first. Then, I adjust Body Z to match the rhythm and create weight shifts. The Torso and Hips follow Body Z with a slight delay. 
- You can apply the same method to Angle X/Y/Z if needed.
- Once the core body movement is complete, the remaining elements (arms, shoulders, hair, etc.) can just follow with overlapping motion.

---Walk---
- I create a Walk On parameter to toggle the walk animation when needed. You can do the same for dance or other animations.
- I divide the walk cycle into three core parameters: Walk L/R , Walk feet and Walk order. I found out this is very clear on how I should animated the walk.
- I am following the walk cycle theory to animate. You can try find the 5 key frame reference in internet. 
- Walk L/R parameter is the core for the walk. 0-0.5 is staying on the floor and 0.5- 1 is stepping forward. 
- You can animate the Walk L/R first , and follow up with translate Y and body position Z based on walk cycle reference.
- Walk feet will be animated when stepping the floor and Walk order will be animate when legs passing.
---Tips---
- Please make sure the one legs always stay on the floor
- Translate Y and hip swag will react up after step onto the floor

---Animation tips---
- Always find the core movement to start with , Dance: Translate Y → Body Position Z → Hips → Torso → Angle Z → Body & Angle X/Y
                                                Walk : Walk L/R → Translate Y  → Body Position Z → Hips → Torso → Angle Z → Body & Angle X/Y
                                                Blowkiss : Translate Y → Body Position Z → Angle X/Y → Body X/Y → Hips → Torso → Angle Z
                                                Look Around Idle : Angle X/Y → Angle Z → Translate Y → Body Position Z → Body X/Y
- Avoid placing key poses on the same frame. For example, if Translate Y has a key at frame 20, then Body Z Position should be key around frame 10 or 30 to create a smoother natural motion.
- Apply squash and stretch !! If the body going up , the arms usually will going inward to create the stretch effect. This apply to other parts too !!
- Apply offset on the body parts to make the overall animation smoother and natural ~


There are still so much things that I cannot cover in here , so please feel free to contact me through my email or discord if you have any question .
- khebi0606@gmail.com
- 626kh

I hope these can help you on workflow or introduces you to something new. Thank you !!


