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.zipInstalls 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.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
- Forward Pass (
F): Maps aesthetic traits (colors, accessories, expressions) to Cubism parameters and texture modifications. - Backward Pass (
B): Adjusts the mapping weights based on visual fidelity feedback. - 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:
- Identify the Delta: Compare the rendered Live2D model with the reference image.
- 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.
- 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