agentskills.codes
ME

mesh-painter

>

Install

mkdir -p .claude/skills/mesh-painter && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/15246" && unzip -o skill.zip -d .claude/skills/mesh-painter && rm skill.zip

Installs to .claude/skills/mesh-painter

Activation

This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.

A differentiable skill module that maps 2D aesthetic traits from reference images onto Live2D Cubism body meshes. Composes live2d-char-model with image-to-parameter mapping. Use when transforming a base Live2D model (like Miara) into a new character (like Deep Tree Echo) by applying aesthetic overlays, custom textures, and parameter extensions. Triggers on mentions of mesh-painter, aesthetic mapping, Live2D reskinning, or character visual transformation.
458 chars✓ has a “when” triggerlonger than Claude Code's old 250-char listing cap (fine on current versions)

About this skill

Mesh Painter (Evolved Skill)

This skill implements a differentiable mapping from 2D aesthetic reference images to Live2D Cubism parameter spaces. It allows "painting" a new character's visual identity onto an existing Live2D body mesh.

The Triadic Structure

  1. Forward Pass (F): Maps aesthetic traits (colors, accessories, expressions) to Cubism parameters and texture modifications.
  2. Backward Pass (B): Adjusts the mapping weights based on visual fidelity feedback.
  3. Knowledge State (K): The aesthetic analysis of the reference image and the base mesh capabilities.

Forward Pass: Aesthetic Mapping

To apply a new aesthetic to a base mesh, execute the following mapping pipeline:

1. Texture Replacement (Color Palette)

Map the reference image's color palette to the base mesh's texture atlas.

  • Extract primary colors (hair, skin, eyes, clothing).
  • Generate a new texture atlas applying these colors to the corresponding UV regions.

2. Art Mesh Additions (Accessories)

Identify unique accessories in the reference image and map them to new art meshes.

  • Example: DTE's bioluminescent mushroom headphones, holographic face decals, cyberpunk choker.
  • These require new art meshes attached to the appropriate deformers (e.g., head deformer for headphones).

3. Parameter Extensions (Dynamic Effects)

Map dynamic visual elements to custom Cubism parameters.

  • ParamExtra01: Glow intensity (e.g., headphone amber glow).
  • ParamExtra02: LED pulse (e.g., choker purple LED).
  • ParamExtra03: Particle sparkle (e.g., face decal cyan dots).

4. Expression Overrides

Map the reference image's expression to the base mesh's expression parameters.

  • Analyze the reference image's FACS Action Units.
  • Map AUs to Cubism parameters (e.g., AU6+12 -> ParamMouthForm, ParamEyeLOpen, ParamEyeROpen).

Backward Pass: Fidelity Correction

When the applied aesthetic fails to match the reference image's intent:

  1. Identify the Delta: Compare the rendered Live2D model with the reference image.
  2. Adjust Weights:
    • If colors are off, adjust the texture mapping weights.
    • If accessories look detached, adjust the deformer attachment weights.
    • If expressions feel unnatural, adjust the AU-to-Cubism parameter mapping curves.
  3. Update Knowledge State: Save the corrected mappings to the character's manifest.

Usage Example: Deep Tree Echo

# 1. Analyze reference image
analysis = analyze_aesthetics("0-Deep-Tree-Echo-Profile.jpg")

# 2. Load base mesh
base_mesh = load_mesh("miara")

# 3. Apply mesh-painter forward pass
dte_model = mesh_painter.forward(base_mesh, analysis)

# 4. Export character manifest
export_manifest(dte_model, "dtecho")

References

  • Aesthetic Analysis: references/dte-aesthetic-analysis.md
  • Cubism Parameter Map: references/cubism-parameter-map.md

Search skills

Search the agent skills registry