I'm developing horror novel game And I'm a professional coding gamedev which is why I found this tutorial useful!!! Thank you very much!!!!❤❤❤❤🎉🎉🎉 You earn a sub
I was going through so many tutorials on Live2d all morning and getting more and more frustrated and then I stumbled on this. Just what I was looking for. Now why couldn't anyone else explain it this way so that it makes sense? Thanks for this
Just WOW. And how long this might has taken until the very release, OMG~~ Thank you for this super detailed, handy course and your ongoing dedication to teach!
I can't believe I've seen an hour-long video without clicking away. It really speaks of your amazing editing skills and structured videos!! And it was super informative too, thank you :)
I seriously appreciate how much effort you put into doing this video. I honestly cant imagine how exhausting it probably was at times, but for someone like me, who is starting from level 0, this is a great asset and resource. Seriously thank you for taking the time out of your life to make something like this to help beginners on their path. 25/10 would ren'py again
RIGHT when I’m getting into visual novel design (I’ve been making games for about two weeks now and found this guy’s tutorials to be very helpful) he came back :0
I animate my illustrations with Live2D for little short trailers for my novels xD And also my emotes on twitch OWO Thank you so much for this wonderful video. I get ask a lot how to use this program and now I can share your work :3
Omg, the two things I was interested the most, in a cohesive, noob friendly tutorial, just when I start picking up the videos on this channel? It's fate. Thank you so much for the great content! I'll be coming back to this video again and again!
Holy shit this looks awesome! Skeletal animation as you've mentioned seems a lot more fun and less problematic and stressful than the process of the traditional frame by frame animations (especially for a solo dev like me who is new to Renpy and can't really draw all of the art assets myself). This process might even work perfectly well and in sync with Smack Studio's (pixel based) animation tool that can make 3D sprite art with 2D art with an auto tool that can greatly reduce issues with meshes you've mentioned at 5:00, also has frame by frame workflow, and allows you to be able to add imaginary joints and bones (that can be added to meshes like here). Downside it's only pixel based and Smack Studio goes for about $15 but it looks like the PERFECT tool to use with your process for live2D in Renpy! Maybe there's other alternatives but the showcases they do on their RU-vid with their Smack Studio pixel editor looks amazing for live2D. Also any assets made in their editor can be used for other (commercial) projects outside their game+editor. I might end up using this process and Smack Studio together for my own Renpy VN project! 😄💙🦈 This has really got me excited to developing my project now.
ahhh live2D! i know basics in it from back when i made my Vtuber and while i tend to not like the look of character sprites with live2D for VNs ive been considering using it for other features and me and a friend of mine have been experimenting with animating bugs in it. it works really well! i skipped around a bit during the live2D tutorial since it's mostly stuff i knew but your explanations are VERY good and this is probably the best tutorial ive seen for it.
really good video. Please do more like this, although, I'd break it up into seperate videos for easier referencing. Thanks for keeping the community strong!
Love you so much, man. Welcome back! We missed you! (Although I was hoping for an update for the Action Editor video) this is ABSOLUTE GOLD. Thank you!
This is an amazing technology and an amazing video! Thank you so much! I thought I was on top of technology by using AI art for my games, but now the question is how to integrate it into Live2d and that's a whole new challenge! 🤔
It's involved, I'll tell you that. It's easy to build assets from the ground up for animation in Live2d, but doing the reverse requires some skill to maintain style consistency. Since a lot of AI tends to add a lot of visual noise to art, it's even harder! You could possibly try asking a generative art ai to create texture sheets directly, but I can't imagine it would all add together to be a visually coherent figure.
@@vimi My first idea would have been rather to use an AI-generated picture and "cut" it into different parts, add the missing (hidden) parts manually and then stitch it together for Live2d. Then style consistency would not be a problem, as this works already well for normal character sprites. - Do you think that method could work?
@@thelastsecret3514 Depends entirely on what style you're going for, but I'd do some serious experimentation before diving into that production pipeline.
Hi! I'm new to this channel and I'm so grateful that I discovered you please keep it up! I have a question, you probably have answered this before or maybe you already have a video according to it(I would gladly watch it if that's the case hihi)... Do you have a suggestion or recommendation on character facial expressions or actions? Or like mannerisms?? That's all. Thankyouu! hihi
Now that you did this tutorial, can you think about doing the one you talked about a long time ago. The one where you said you'd show us how to make the character walk around and be able to explore with user controls? None the less, thanks for all that you do.
I never got that working right - it looks good on screen, but actually controlling it did not have great gamefeel. I'm trying out some other methods like the Pink Engine, and when I find a methodology or technique that I like, I'll make a video on it.
There has to be a way to combine this with the 3D models from Koikatsu and the studio, perhaps taking several shots at different angles and using them as a base? It would be an incredible leap to creating highly detailed and animated sprites. Nice video and new sub.
@@vimi Thanks for answer! You should make a tutorial when you have time (if you want of course) with this idea. Using Koikatsu would be more advanced since you can literally make disappear parts of the body or face and let only one for example just eyelashes and also take screenshot of the same model in different angles. Anyway, sorry for the long answer and thanks for your amazing work!
Hi!! This video is amazing but i have one question, how do i put live2d files in renpy so the animation i created appears as the main? like when you open the game with the main screen options and that..
Define the image like I showed, but make sure it's called on "init", and then you can define gui.main_menu_background with that image name instead of "gui/main_menu.png". I cover the basic steps in another video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-BvxpsB9M96o.html
As if all of that didn't look hard enough, Live2D doesn't even turn the head for you?! You have to manually squash all of the individual pieces to simulate the head turning?! That's a lot of work!
You can create a bone that moves a bunch of the face elements together, but that mostly works if the face itself is kind of flat, and I prefer the minute control.
I really love your videos, they've been EXTREMELY helpful as I've been working on my own VN with a friend and a lot of your tips, tricks, and tutorials have been life savers! I do have one question though: Is there any way to organize Ren'Py code effectively and efficiently (i.e. a folder system or something along those lines)? The VN I mentioned earlier is very reliant on choice making which will lead to different endings and my main roadblock/concern is losing things and keeping track of the code. Any advice would be greatly appreciated!
I like to separate out my script into different .rpy files; as long as your label aims at a different rpy file, they are all treated the same way. My script.rpy file ends up becoming a directory for a bunch of different labels that need to be called up in a separate sequence, while I have different rpy files for different chapters, modules, and python definitions.
Thank you for this incredibly useful resource! I have a question about characters with multiple outfits, a lot of Live2D info hasn't been maintained and maybe you might know if it's better to have multiple versions of the same character or a bunch of hidden layers?
You can use "expressions" as a way to turn on and off layers, and that's usually one of the better ways to set up outfits in a way that works with all the animations you've made. Depending on your needs though, that might not be the best method. It's worth testing and trying out what works best for your project!
The tutorial was very helpful, accurate and detailed explanations, but I still have one question. Is it possible to play two motions at the same time? (I'm asking because I want to see if with a few motions I can make many more)
That sounds like you're asking about layered animations - playing two separate animations at the same time. Ren'py doesn't support this right now, but it DOES support expressions, which can at least let you pose the character differently, or change elements of their skeleton. This, in conjunction with different animations, can offer some extra variability. If you wanted to hack it, you could probably create multiple Live2d rigs of different segments of a character, and then layer those animations directly in Ren'py, but unless you have really dynamic inputs in your game that necessitate that much gameplay control, that may be overkill. Honestly, for most cases, I find it's more time efficient to cobble different animations together directly in Live2d, by taking keyframes from one animation, and plopping them in another.
On Live2d's side, if you set up lipsync, it should work automatically with whatever clip you pair it with. On the Ren'py side, lipsync can't be done automatically; the animations need to be baked with the lipsync attached to them, and then played at the same time as the voice clip. It's a bit of a pain in the butt, and there are probably ways to semi-automate the process, so I'm keeping an eye out for any tools or methodologies to do this more efficiently 👀
You can either manually place the audio, or you can set up your audio to auto-play when the associated dialogue pops up. My "Ren'py Sound & Audio Tutorial" video covers all of that.
I’m attempting to learn Live2D for my VN, and this video was wicked helpful! Although when I try to run my game, it tells me the .json file doesn’t exist, I tried searching online, but I can’t seem to find a solution. I’m sure that I must’ve done something incorrectly, if anyone could help I’d appreciate it!
It sounds like you may be referencing an animation that doesn't exist in your files, which can happen if you misspell something, or don't link it correctly?
I loved the video, it helped me a lot to comprehend live2d and renpy, the animations are life changing in my game. but...i have a question and I don't know if i am making some mistake. when I start the game, everything works fine, the animation (let's say a sad face) runs fine, but then it returns to the model default that have a little smile and the arm to far away from the sad pose. In the video the punk girl jut does the pose, don't return to the default model so I wanted to know how to fix this. I am a beginner so I'm really lost and i have tried almost everything, I would appreciate the help.
When I put the sample animations, it works perfectly. But my animations only show the image, the motions don't work! and shows this: "When showing Silv, Scene1 is not a known attribute." Where is the problem? (Renpy v8.2.1 and Live2D V5.05)
I do hope you make more tutorials, but I gotta say…this video was way too long. All the info is very helpful, don’t get me wrong. I just hope your future tutorials won’t be an hour long 😅 but if they are, I still look forward to watching them. I always learn new things with Ren’Py and try out the things from your tutorial videos. Please, teach me more 😄 I wanna learn everything that we can do in Ren’Py.
This one was really long because I had to make sure I put all the essential information in one video - it would have taken more time to separate this into multiple different vids, and those tend not to perform as well. The next few videos in my docket are a lot shorter!
Is there a way to lipsync on renpy with a Live 2d Model? Without having to animate each line lip flaps =P I know the live 2d sdk supports lipsync but no idea of renpy does.
There are some plugins that work with Rhubarb Lipsync, but I've generally I've found the quality to be low enough that I'd rather just use a tasteful lip flap than take the time to try to sync the audio. It's worth giving a shot, though! github.com/Wendy-Nam/RenPy-Lipsync-Plugin