Live2D Getting Started
AnySoul’s Live2D workflow now has two editing surfaces:
- Live2D Settings for import, baseline tuning, lip sync, and quick access
- Full Editor for the real authoring flow: Clips, Rules, Base Behaviors, Sequence Tester, Timeline, and Graph Editor
This guide follows the current workflow and playback model used by the app today.
What Live2D Controls in AnySoul
Section titled “What Live2D Controls in AnySoul”AnySoul does not drive Live2D from webcam tracking. Instead, your agent runtime produces structured state such as:
emotionactiontool_callthinking- optional text matches
Live2D playback translates that state into:
- reusable clips
- scheduled base behaviors
- matched rules
- lip sync and virtual focus output
Where You Edit
Section titled “Where You Edit”Live2D Settings Panel
Section titled “Live2D Settings Panel”Use the settings panel when you want to:
- upload or replace the model ZIP
- tune the neutral pose in Parameters
- configure lip sync targets
- preview model-authored motions / expressions / parts
- launch the Full Editor
Full Editor
Section titled “Full Editor”/live2d-editor/:agentId is the recommended place for day-to-day authoring. It has four tabs:
- Model
- Parameters
- Clips
- Rules
And it exposes the tools that matter for current authoring:
- timeline + graph editor
- inspector
- clip templates
- expression / motion import
- sequence tester
- base behaviors
- preview-base switching (
Baseline,Idle Base,Active Base)
Playback Mental Model
Section titled “Playback Mental Model”It helps to think of playback as a stack:
- The model restores its authored neutral pose from the Parameters tab.
- Optional background sources can still participate, such as the selected legacy idle motion.
- Exactly one base-behavior scope is active at a time:
idleoractive. - All currently matching rules overlay on top of that base scope.
- For any shared parameter, writes are resolved by priority tier.
- Inside one priority tier,
MultiplyandAddare evaluated beforeOverride. - A higher-tier
Overridewith full weight can completely suppress lower-tier motion on that parameter. - Lip sync and virtual focus are dispatched after the animation stack is resolved.
Recommended Setup Flow
Section titled “Recommended Setup Flow”1. Import the Model
Section titled “1. Import the Model”Open Live2D Settings → Model and upload a ZIP containing:
my-model.zip├── model.model3.json├── textures/├── motions/└── expressions/After import you can also:
- enable or disable Mouse Tracking
- calibrate Standing Framing
- temporarily toggle Base Behaviors in the editor preview
2. Tune the Neutral Pose in Parameters
Section titled “2. Tune the Neutral Pose in Parameters”Open Parameters and set the model’s baseline:
- eye openness
- mouth shape
- head angle
- body angle
- any other authored neutral pose values
This baseline is what the editor and runtime return toward when clips release.
The same tab is also where you:
- configure Lip Sync Mapping
- preview bundled Motions
- preview bundled Expressions
- show / hide Parts
3. Configure Lip Sync Before Authoring Speech Clips
Section titled “3. Configure Lip Sync Before Authoring Speech Clips”The current lip sync tooling supports three target modes:
- Use model defaults
- Use one custom parameter
- Use advanced custom targets
You can validate it with:
- live microphone input
- uploaded audio playback
- recorded test audio
For most models, get lip sync right first, then build speaking clips around it.
4. Build Reusable Clips
Section titled “4. Build Reusable Clips”In Clips, create reusable animation assets in one of four ways:
- Add Clip for manual authoring
- Create From Expression to turn
.exp3.jsonpresets into editable clips - Import Motion As Clip to convert
.motion3.jsoninto editable tracks - Template for common starting points such as:
Virtual FocusBody Sway + Breathing
Each clip can contain:
- parameter tracks
- keyframes
- per-track blend modes
- per-track modifiers
- playback mode (
one-shot,loop,repeat) - end behavior / release settings
5. Build Rules and Base Behaviors
Section titled “5. Build Rules and Base Behaviors”In Rules, you author two different systems:
Mapping Rules
Section titled “Mapping Rules”Rules define when clips should play. Current condition types include:
- emotion
- action
- tool call
- text
- thinking
- idle
All matching rules fire together. This is all-match, not first-match-wins.
Base Behaviors
Section titled “Base Behaviors”Base behaviors are long-lived schedulers for background playback. They are scoped to either:
- Idle Base
- Active Base
Use them for breathing, gaze wander, idle sway, and other always-on layers.
They also support:
- playlist modes
- scope transitions
- handoff transitions
- optional participation from the selected legacy idle motion
6. Validate With Runtime-Style Preview
Section titled “6. Validate With Runtime-Style Preview”Use the Sequence Tester in the Rules tab to simulate realistic runtime steps such as:
- emotion changes
- actions
- tool calls
- text input
- thinking state
- explicit idle steps
The tester drives the same playback arbitration path used by the runtime and shows:
- current state
- current base scope
- rule overlay status
- matched rules and matched base behaviors
In the timeline / inspector, switch Preview Base between:
BaselineIdle BaseActive Base
This is the fastest way to answer, “What does this clip look like by itself?” versus “What does it look like on top of the real base layer?“
7. Verify in Chat or Desktop Pet
Section titled “7. Verify in Chat or Desktop Pet”After authoring:
- run a real chat turn in
/space - watch the avatar react to emotion / action / tool usage
- if you use the desktop app, verify the same setup in Desktop Pet
The same clip/rule/base-behavior configuration is reused across the supported surfaces.
Next Steps
Section titled “Next Steps”- Animation & Mapping for the current runtime model, rule priority, base behaviors, and sequence testing
- Parameters Reference for baseline tuning, lip sync, motions, expressions, and parts
- Live2D Curve Editor for graph editing, release curves, and timeline shortcuts