仅用一张图就能生成可编辑的Live2D动画角色,自动完成分层、建模和动画预估。
Bunraku: Turning a Single Illustration into an Editable Live2D Character

- 通过分层扩散模型从单图生成有序RGBA层与隐藏区域补全
- 联合预测所有层的顶点位移场,实现角色整体动作连贯性
- 支持自然语言重绘服装,保持原动画数据不变
Live2D是动漫角色与虚拟形象动画的主流格式,将角色表示为由多个RGBA层堆叠构成,每层通过网格变形驱动。尽管广泛应用于直播、手游和互动角色,但创建一个Live2D模型仍需数周的手动分层、遮挡补全、网格定位与关键帧设定,且此前无生成方法能端到端输出此类结构化资产。本文提出首个系统:仅需一张插画,即可生成运行时所需全部结构化信息——有序的RGBA层、每层对应的变形网格,以及参数驱动的关键姿态顶点偏移量。第一阶段将分层分解建模为基于Live2D感知的器官级分类的分层扩散过程,生成带隐藏区域补全的有序RGBA堆栈。第二阶段仅凭各层透明通道构建内容适配的三角网格,并联合预测所有层的关键姿态位移场:每个顶点作为独立标记,自注意力跨层作用,位移被分解为有界方向与对数幅度。联合而非独立预测使结果形成连贯角色而非各自合理的部件,是主要提升;网络规模扩大112倍也未带来增益。在50个保留角色上,真实生成条件下(无教师强制),第二阶段达到每顶点方向余弦0.768(中位数0.828)。由于每层网格源自其透明通道,可仅通过自然语言指令重绘服装,而网格与预测动画完全复用。我们进一步贡献了首个标准化基准Live2D-Bench及包含8,884个模型的带分层与动画标注语料库。
原文摘要 · Abstract (English)
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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