tsunehimatoi/psd2live
Turn layered PSDs into editable Live2D models — automatic rigging, mesh/deformer generation, physics, animation, and .cmo3/ .moc3 export.
PSD2Live – Open‑Source 2D Character Rigging & Animation Suite
What it does (in plain language)
- Turns layered Photoshop files (PSD) into animated 2‑D characters – the tool reads the layer hierarchy, builds a mesh, creates bones, physics and a set of default motions (idle, blink, nod, hair‑swing, etc.).
- All of this happens inside a desktop editor where you can fine‑tune the mesh, edit bones, paint, set up physics, and animate on a timeline.
- When you are happy, the project can be exported to many formats:
- Live2D Cubism files (
.moc3/.cmo3) for use in Cubism Editor, VTube Studio, games, etc. - An open‑source Rust runtime (
p2lrt) that can be called from C/C++, .NET, Unity, Godot, Android, or run directly in a browser via WebAssembly. - Video or image sequences, Spine/DragonBones/glTF (experimental), and plain PSD snapshots.
- Live2D Cubism files (
Who it is for
| User type | What PSD2Live gives you |
|---|---|
| Complete beginner | Follow a naming convention for your PSD layers, click Import → Preset, and in minutes you have a character that can idle, blink, nod and has hair physics – ready for VTube Studio or a web page. |
| AI‑assisted workflow fan | A local MCP service exposes >180 commands that AI agents (Claude, Codex, etc.) can call to read or modify the project, with full undo history. |
| Experienced riggers | Automatic mesh, bone chain, facial parameters and physics are generated, then you can edit them manually; all edits are stored as replayable commands so regeneration never loses your work. |
| Open‑source‑only seekers | Both the editor and the Rust runtime are GPL‑3.0 / MIT licensed, no dependence on Live2D’s proprietary SDK for editing or preview. |
| Need features beyond Cubism | Built‑in 2‑D cloth & hair simulation, IK, automatic skeleton generation – these are baked into Cubism‑compatible files when exported. |
| Integrating into your own app | Use the p2lrt runtime (C ABI, .NET, Android, WebAssembly, Godot 4 node) to load the exported .p2lrt model directly. |
Main components
| Module | Key capabilities |
|---|---|
| Auto‑generation | Detects Chinese/English/Japanese/Korean layer names, creates adaptive mesh, head‑body deformation chain, facial parameters, default actions, hair/cloth physics. |
| Canvas editor | Seven interaction modes (select, deform, edit, simulate, bone, paint, preview). Tools include warp/rotation brushes, mesh topology editing, layer split/merge, glue. |
| Skeleton & simulation | Auto‑generated skeleton with FK/IK, XPBD cloth & hair simulation, all baked into native Cubism structures on export. |
| Animation & physics | Timeline, key‑frames, curves, visual pendulum editor, evaluation matches Cubism Native Framework. |
| Texture handling | Texture atlas packing, per‑layer density, optional 2×/4× up‑scaling. |
| Compilation & export | One neutral IR is compiled to every target; loss reports show what had to be baked or dropped. |
| p2lrt runtime | Open‑source Rust engine: C ABI, software renderer, WebAssembly player, Godot 4 node, .NET/Android bindings. Guarantees per‑pose evaluation identical to the editor. |
| Agent (MCP) service | Local HTTP service (http://127.0.0.1:23871/mcp) exposing a rich API for agents to query the workspace, list operations, and apply atomic edits. |
How it fits with Live2D Cubism
- No dependency – the editor works without the Cubism SDK.
- Compatibility tiers:
- Lossless – features Cubism already supports (meshes, parameters, physics, actions).
- Baked – features Cubism lacks (IK, cloth simulation, swing generation) are baked into key‑shapes or parameters.
- Runtime‑only – future features (dynamic lighting, stylized rendering) that only the open‑source runtime can use.
- Exported
.moc3/.cmo3files contain the baked data, so the resulting model works in Cubism Editor, VTube Studio, etc.
Getting started (quick steps)
- Import a PSD via File → Import → From PSD (or drag‑drop). Choose a preset (minimal / default / full) and optionally split layers that share a grid.
- Check the auto‑detected layer types in the table and correct any mistakes.
- Preview the generated actions and physics; switch to other workspaces to fine‑tune mesh, bones, animation, or textures.
- Save the project as
.psd2live(captures original PSD, settings, and full edit history). - Export with
Ctrl+Gto Cubism (.moc3/.cmo3) or use File → Export As for other formats (Web, Godot, video, etc.).
Platforms & Installation
- Windows 10/11 (x64 & ARM64) – portable ZIP or installer, bundles a Java runtime and optional ffmpeg.
- Linux (x86_64 & arm64) –
.debor tar.gz, requires X11/GLX (XWayland works). No native package for macOS yet – run from source after installing JDK 21. - Runtime – the Rust
p2lrtlibrary is built automatically if a recent Rust toolchain is present; otherwise a pre‑built binary is downloaded.
Building from source
# Run the GUI (Gradle wrapper)
./gradlew run
# CLI: generate a model directly from a PSD
./gradlew run --args="--input examples/tml/psd-input/tml.psd --output build/example-output"
# Export to another format, e.g. GIF
./gradlew run --args="export model.psd2live --target gif --set clip=Nod"
# Tests & packaging
./gradlew test
./gradlew packageDistributionForCurrentOS
Requires JDK 21; Rust is optional but needed to build the native runtime.
License
- Application & Cubism‑related export code – GPL‑3.0.
- Neutral IR, compilation framework, and the Rust runtime – MIT, so they can be reused independently.
PSD2Live is an independent project and is not affiliated with Live2D Inc.
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