Skip to content

Bunraku: Turning a Single Illustration into an Editable Live2D Character

Jul 2026 · arXiv.org · Vol abs/2607.27348 · 0 citations
Computer Science

TL;DR

This work presents 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.

Abstract

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.

View source

Similar papers

Sep 2026

AEAvatar: Animatable and Editable Generative Gaussian Head Avatar

AEAvatar is proposed, an Animatable and Editable Generative Gaussian Head Avatar framework for producing high-quality 3D avatars that achieves high-quality animation at a resolution of \(512^{2}\) using only around 120K Gaussian primitives.

Achun Bao, Jie Guo, Xiu Li · 0 citations
Preprint Aug 2026

StateFlow: Building, Evolving, and Accessing 3D World States for Previsualization

StateFlow is presented, a state-centric framework for generative previsualization that uses an editable 3D world to organize scene structure, evolution, and cameras, while off-the-shelf video models enhance visual quality when higher fidelity is desired.

Yuyang Yin, Zixiang Li, Longxiulin Deng et al. · 1 citation
#computer vision Preprint Aug 2026

4DStreamCtrl: Interactive Video Generation with Online 4D Control

This work shows that camera motion, object trajectories, and depth can be unified into a single 3D point-track representation, from which one model performs joint camera and object control, depth editing, and motion transfer in a single forward pass, enabling interactive 4D-controllable streaming generation for the fir...

Shiqian Li, Chenguo Lin, Zhi-Guang Liu et al. · 0 citations
Preprint Aug 2026

ViSculpt: Visual-Centric Agentic Geometry Editing

This work presents a training-free multi-agent system that edits existing 3D meshes directly in Blender by emulating the iterative workflow of human artists, and views this work as an exploratory step toward visual-centric agentic geometry editing in professional graphics software.

Bo Pang, Jiaqi Pan, Xiao-Chen Zhang et al. · 0 citations
Apr 2026

AnimateAnyMesh++: A Flexible Feed-Forward Framework for High-Fidelity Text-Driven Mesh Animation.

AnimateAnyMesh++ is presented, a feed-forward framework for text-driven animation of arbitrary 3D meshes with substantial upgrades in data, architecture, and generative capability, and demonstrates that AnimateAnyMesh++ generates semantically accurate and tem porally coherent mesh animations within seconds, surpassing...

Zijie Wu, Chao-Hui Yu, Fan Wang et al. · 3 citations · ⚡1
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-po...

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

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.