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Persona

Position and Space

Select an avatar or object and open Position to move, rotate, or scale that layer. Camera framing is configured separately.

2D and 3D Space

The stage rendering pipeline composites all elements onto a single canvas: VRM avatars and 3D objects occupy a three-dimensional depth space, while Live2D models, 2D images, videos, webpages, and text layers composite on top. 2D objects (including images, videos, webpages, and 2D text) and Live2D models share a unified stacking order determined by the layer list, passing through the scene's global effects alongside the 3D scene.

An object's Space toggle determines its coordinate system:

  • 2D — Placed using screen pixel coordinates, matching VTube Studio item conventions
  • 3D — Placed using world coordinates (meters), illuminated by scene lighting, and capable of casting and receiving dynamic shadows

3D objects (.glb / .gltf) are mesh-based by definition and operate exclusively in 3D space; the 2D toggle appears disabled rather than hidden. Images, videos, and text layers can be placed in either space — serving as flat screen HUD overlays or standing as 3D card planes within the virtual environment; text layers can freely switch between 2D rasterized plates and 3D extruded geometry (see Text Layers).

Placement

Every layer includes a spatial transform editor in its Position section, featuring numeric input fields alongside interactive visual controls. Stage viewport gestures update these identical fields in real time.

ItemPositionRotationScale Range
Live2D ModelX · YZ0.1× – 24×
VRM ModelX · Y · ZX · Y · Z0.05× – 10×
2D Object (incl. 2D Text)X · YZ0.01× – 50×
3D Object / 3D TextX · Y · ZX · Y · Z0.01× – 100×
  • In 2D mode, X and Y coordinates are pixel offsets from the center of the stage canvas; in 3D mode, coordinates are in meters. Rotation is in degrees.
  • Scale sits below position and rotation. Multimedia and text objects also have an Opacity slider.
  • For text layers, typography Alignment and Vertical Alignment determine the origin anchor. For example, left + top puts the origin at the top-left corner of the text box.

Visual Controls

ControlSupported ItemsInteraction
Position PadLive2D models, 2D objectsDrag the handle or click anywhere on the pad for rapid positioning; pad aspect ratio matches the stage viewport
3D Position ControlVRM models, 3D objects, CameraDrag the base plate to translate across the X/Z floor plane, or drag axis arrows to constrain movement to a single axis. Arrow keys adjust X/Z; Page Up and Page Down adjust Y
Rotation SphereVRM models, 3D objectsDrag the sphere to adjust pitch and yaw; drag the outer ring to adjust roll
Rotation RingLive2D models, 2D objectsDrag the ring to rotate around the 2D planar axis

Each transform control includes a dedicated Reset Position or Reset Rotation button. Resetting restores only the selected axes to default values without affecting scale or opacity. The stage's placement glide eases models and objects home (turning angles the short way round, merging successive resets, and continuing if the panel closes; manual transform edits cancel the glide), while control handles animate smoothly to new values.

Gestures

GestureEffect
DragTranslates the selected item across the viewport plane
ScrollZooms anchored to the cursor position, keeping pixels under the pointer stationary
Shift + ScrollRotates the selected item

Viewport dragging features damped inertia, allowing objects to glide smoothly to a stop upon release rather than halting abruptly. Right-click dragging anywhere in the viewport pans the 3D camera, even when an item is currently selected (see Camera).

Transform Handles

Items residing in 3D world space — VRM models, 3D objects, and placeable scene lights — display 3D transform handles directly in the viewport. Handle Mode toggles between Move, Rotate, and Scale. This mode selector appears only when the selected entity supports two or more transform modes: point lights support translation only, and ambient lights have no spatial transform.

Stream Mode hides all transform handles from the stage viewport to ensure a clean broadcast capture. When active, Handle Mode appears locked with a tooltip explaining how to unlock controls.

Last updated on October 21, 2026

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