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
🚩 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
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:
To auto-generate a mesh:
Eyebrow_Left
) from your Parts or Deformer windowYou 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.
To manually create a mesh:
Eyebrow_Left
Let’s break down the mesh editing tools in the Tool Details window:
Same as in Quest 2 — you can trigger automatic generation from here too.
⚠️ 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.
If you’re using the practice model:
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.
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
🚩 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
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:
To auto-generate a mesh:
Eyebrow_Left
) from your Parts or Deformer windowYou 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.
To manually create a mesh:
Eyebrow_Left
Let’s break down the mesh editing tools in the Tool Details window:
Same as in Quest 2 — you can trigger automatic generation from here too.
⚠️ 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.
If you’re using the practice model:
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.