Level 1 - Fundamentals
>
Stage 3 - Artmeshes

Stage 3 - Artmeshes

STAGE

🧭 Lesson Objective

1️⃣ Learn what an ArtMesh is and why it matters for rigging

2️⃣ Learn how to automatically and manually generate ArtMeshes

3️⃣ Learn how to customize or adjust mesh presets for your model

🎯 Lesson Quests

🚩 Quest 1: Learn what an ArtMesh is
🚩 Quest 2: Make an automatic ArtMesh & learn to add and alter presets
🚩 Quest 3: Make a manual ArtMesh
🚩 Quest 4: Learn extra tips and warnings when meshing
🚩 Quest 5: Temporarily auto mesh the Lua Model

🚩 Quest 1: Learn what an ArtMesh is

An ArtMesh is a single art layer with a mesh on top that can be deformed, bent, or moved. Once you apply a mesh to an art piece, it becomes an ArtMesh.

Think of it like this:
You start with just an art layer — like Eyelash_Main_Left.

When you add a mesh on top of it, it transforms into an ArtMesh.

That mesh is made up of connected points (called vertices) and polygons. By dragging these points, you can deform the shape of the art beneath them — this is the core of how Live2D works.

Every motion you create later will be based on manipulating the points on these ArtMeshes.

There are two ways to create ArtMeshes:

  • Automatically using presets
  • Manually using mesh tools

🚩 Quest 2: Make an Automatic ArtMesh & Adjust Presets

To auto-generate a mesh:

  1. Select an art piece (like Eyebrow_Left) from your Parts or Deformer window
  1. Click the "Automatic Mesh Generator" button at the top toolbar
  2. A window will appear with a dropdown under “Preset” — choose from:
    • Standard
    • Deformation (Little)
    • Deformation (Heavy)

You can also adjust the settings to control how dense or even the mesh is.

Once you tweak the settings and like the result, click "Add..." to save your configuration as a custom preset. Name it whatever you’d like, and it will show up in the preset list.

This is a great way to make sure all your meshes follow a consistent structure.

🚩 Quest 3: Manually Make an ArtMesh

To manually create a mesh:

  1. Select an art piece like Eyebrow_Left
  2. Click the "Manual Mesh Edit" button in the top toolbar
  1. You’ll now be in mesh editing mode

Let’s break down the mesh editing tools in the Tool Details window:

🔧 Tool 1 – Pointer & Lasso Selection

  • Pointer Tool: Click, select, and move points
  • Lasso Tool: Click-drag to select multiple points

🔧 Tool 2 – Add Point & Delete Point

  • Add or remove individual mesh points

🔧 Tool 3 – Eraser Tool

  • Erases mesh points
  • Resize the brush: Hold B and left click-drag left/right
Resize Eraser Tool

🔧 Tool 4 – Add Vertices & Stroke Mesh Mapping

  • Add Vertices: Adds extra points inside closed shapes
  • Stroke Mesh Mapping: Draw strokes to create neat mesh lines
Stroke Mesh-Mapping Tool
  • Adjust stroke density and width in the tool window
Live2D Example
  • Hold Ctrl to adjust width using the yellow handle
Live2D Example
  • Drag the green points to bend stroke curves
Live2D Example

🔧 Tool 5 – Auto Generate Mesh

Same as in Quest 2 — you can trigger automatic generation from here too.

🚩 Quest 4: Things to Consider While Meshing

⚠️ Art outside the mesh area will be clipped — make sure your mesh fully covers the art.

⚠️ Consistent polygon size = cleaner deformations — avoid big triangles next to tiny ones.

⚠️ You can protact the shape of an edge. Line it with extra points before building the rest of your mesh.

⚠️ Over-meshing = heavy model — super dense meshes don’t always perform better. Find a balanced structure.

🚩 Quest 5: Temporarily Auto Mesh the Lua Model

If you’re using the practice model:

  1. Open the Deformer tab
  2. Click the topmost part, scroll to the bottom, hold Shift, and click the bottom part — this selects all art pieces
  3. Click the Automatic Mesh Generator and choose the Standard preset

This gives you a quick base to work from. As you go through the rigging process, you’ll come back and tweak or manually recreate meshes for important parts.

🏁 End of Level 1 - Stage 3 | Art Meshes

Level 1 - Fundamentals
>
Stage 3 - Artmeshes

Stage 3 - Artmeshes

STAGE

🧭 Lesson Objective

1️⃣ Learn what an ArtMesh is and why it matters for rigging

2️⃣ Learn how to automatically and manually generate ArtMeshes

3️⃣ Learn how to customize or adjust mesh presets for your model

🎯 Lesson Quests

🚩 Quest 1: Learn what an ArtMesh is
🚩 Quest 2: Make an automatic ArtMesh & learn to add and alter presets
🚩 Quest 3: Make a manual ArtMesh
🚩 Quest 4: Learn extra tips and warnings when meshing
🚩 Quest 5: Temporarily auto mesh the Lua Model

🚩 Quest 1: Learn what an ArtMesh is

An ArtMesh is a single art layer with a mesh on top that can be deformed, bent, or moved. Once you apply a mesh to an art piece, it becomes an ArtMesh.

Think of it like this:
You start with just an art layer — like Eyelash_Main_Left.

When you add a mesh on top of it, it transforms into an ArtMesh.

That mesh is made up of connected points (called vertices) and polygons. By dragging these points, you can deform the shape of the art beneath them — this is the core of how Live2D works.

Every motion you create later will be based on manipulating the points on these ArtMeshes.

There are two ways to create ArtMeshes:

  • Automatically using presets
  • Manually using mesh tools

🚩 Quest 2: Make an Automatic ArtMesh & Adjust Presets

To auto-generate a mesh:

  1. Select an art piece (like Eyebrow_Left) from your Parts or Deformer window
  1. Click the "Automatic Mesh Generator" button at the top toolbar
  2. A window will appear with a dropdown under “Preset” — choose from:
    • Standard
    • Deformation (Little)
    • Deformation (Heavy)

You can also adjust the settings to control how dense or even the mesh is.

Once you tweak the settings and like the result, click "Add..." to save your configuration as a custom preset. Name it whatever you’d like, and it will show up in the preset list.

This is a great way to make sure all your meshes follow a consistent structure.

🚩 Quest 3: Manually Make an ArtMesh

To manually create a mesh:

  1. Select an art piece like Eyebrow_Left
  2. Click the "Manual Mesh Edit" button in the top toolbar
  1. You’ll now be in mesh editing mode

Let’s break down the mesh editing tools in the Tool Details window:

🔧 Tool 1 – Pointer & Lasso Selection

  • Pointer Tool: Click, select, and move points
  • Lasso Tool: Click-drag to select multiple points

🔧 Tool 2 – Add Point & Delete Point

  • Add or remove individual mesh points

🔧 Tool 3 – Eraser Tool

  • Erases mesh points
  • Resize the brush: Hold B and left click-drag left/right
Resize Eraser Tool

🔧 Tool 4 – Add Vertices & Stroke Mesh Mapping

  • Add Vertices: Adds extra points inside closed shapes
  • Stroke Mesh Mapping: Draw strokes to create neat mesh lines
Stroke Mesh-Mapping Tool
  • Adjust stroke density and width in the tool window
Live2D Example
  • Hold Ctrl to adjust width using the yellow handle
Live2D Example
  • Drag the green points to bend stroke curves
Live2D Example

🔧 Tool 5 – Auto Generate Mesh

Same as in Quest 2 — you can trigger automatic generation from here too.

🚩 Quest 4: Things to Consider While Meshing

⚠️ Art outside the mesh area will be clipped — make sure your mesh fully covers the art.

⚠️ Consistent polygon size = cleaner deformations — avoid big triangles next to tiny ones.

⚠️ You can protact the shape of an edge. Line it with extra points before building the rest of your mesh.

⚠️ Over-meshing = heavy model — super dense meshes don’t always perform better. Find a balanced structure.

🚩 Quest 5: Temporarily Auto Mesh the Lua Model

If you’re using the practice model:

  1. Open the Deformer tab
  2. Click the topmost part, scroll to the bottom, hold Shift, and click the bottom part — this selects all art pieces
  3. Click the Automatic Mesh Generator and choose the Standard preset

This gives you a quick base to work from. As you go through the rigging process, you’ll come back and tweak or manually recreate meshes for important parts.

🏁 End of Level 1 - Stage 3 | Art Meshes

Level 1 - Fundamentals
>
Stage 3 - Artmeshes

Stage 3 - Artmeshes

STAGE
Learn what Artmeshes are and how they're used in Live2D Cubism to move a model.
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