Bunraku: Turning a Single Illustration into an Editable Live2D Character
- URL: http://arxiv.org/abs/2607.27348v1
- Date: Wed, 29 Jul 2026 18:06:17 GMT
- Title: Bunraku: Turning a Single Illustration into an Editable Live2D Character
- Abstract summary: We present the first system that generates all the structured information a Live2D runtime consumes.<n>Stage 1 casts layered decomposition as a layered diffusion process under a Live2D-aware organ-level taxonomy.<n>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.
- Score: 25.17979482882208
- License: http://creativecommons.org/licenses/by-nc-sa/4.0/
- 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.
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