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Preprint Jul 2026

Bunraku: Turning a Single Illustration into an Editable Live2D Character

Live2D is the dominant 2D character-animation format for anime characters and virtual avatars, representing each character as a stack of RGBA layers driven by per-layer mesh deformation. Despite its wide use in virtual streaming, mobile games, and interactive characters, authoring a Live2D model still demands weeks of manual layer separation, occlusion completion, mesh placement, and keyframing, and no prior generative method produces such a structured asset end-to-end. We present the first system that, from a single illustration, generates all the structured information a Live2D runtime consumes: ordered RGBA layers, a deformation mesh per layer, and the parameter-driven keypose vertex offsets that make the character move. Stage 1 casts layered decomposition as a layered diffusion process under a Live2D-aware organ-level taxonomy, producing an ordered RGBA stack with hidden-region completion. Stage 2 builds a content-conforming triangle mesh for each layer from its alpha channel alone, then predicts the keypose displacement field of all layers jointly: every vertex of every layer is one token, self-attention spans layer boundaries, and each displacement is factorised into a bounded direction and a log-magnitude. Joint rather than independent prediction is what makes the result a coherent character instead of separately plausible parts, and is our largest gain; scaling the network 112x yields none. On 50 held-out characters, under true generation with no teacher forcing, Stage 2 attains a per-vertex direction cosine of 0.768 (median 0.828). Because a layer's mesh derives from its alpha channel, a clothing layer can be re-textured from a natural-language instruction while the mesh and predicted animation are reused byte-for-byte. We further contribute Live2D-Bench, the first standardized benchmark for the task, and an 8,884-model Live2D corpus with layer and animation supervision.

Junhao Chen, Jingjia Mao, Dayong Li et al. · 0 citations
Preprint Jul 2026

Video Models as Native 4D Renderers: World-Grounded Conditioning from Animated Mesh

D, a reference-guided renderer that extends Wan2.2 camera control from Plucker rays alone to a joint camera-plus-geometry interface and projects a neural 4D G-buffer from the animated mesh and injects it through a widened control adapter while preserving the pretrained image-to-video prior, supporting tracking+world-position correspondence as a practical 4D rendering condition.

Junhao Chen, Mingjin Chen, He Zhang et al. · 0 citations