Making the mouth close
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Live2D Mouth Rigging Guide: Open-to-Closed Method
Target Software: Live2D Cubism 5.2
Prerequisite: The PSD is imported, and the mouth is drawn in the Open state.
Step 1: Create the Meshes
- In the Parts Palette, select all mouth-related layers (Upper Lip, Lower Lip, Inner Mouth, Tongue, Teeth).
- Click the Auto Mesh Generator icon in the top toolbar (looks like a polygon with dots).
- Choose the Standard or Heavy preset (Heavy is smoother for mouths).
- Click OK.
Step 2: Create the Container (Warp Deformer)
- Keep those same Art Meshes selected.
- Click the Create Warp Deformer icon in the top toolbar (looks like a grid).
- Name:
Mouth_Warp(or similar). - Bezier Division: Set to 2 x 3 (2 horizontal, 3 vertical). This is the standard grid for simple mouth movement.
- Click Create. You will see a green grid appear around the mouth.
Step 3: Assign the Parameter
- Make sure the
Mouth_Warpdeformer is selected. - Go to the Parameters Palette and find Mouth Open (
ParamMouthOpen). - Click the Add 2 Keyforms button (icon with two green dots).
- This places a green dot at 0.0 (Closed) and 1.0 (Open).
Step 4: The "Reverse" Rigging
Since the art is drawn open, we don't touch the 1.0 state. We only rig the 0.0 state.
- Drag the parameter slider to 1.0. Confirm the mouth looks correct (fully open). Do not touch the mesh here.
- Drag the parameter slider to 0.0.
- With the
Mouth_Warpselected, hold Shift and drag the bottom-center green handle upward until the bottom lip touches the middle. - Hold Shift and drag the top-center green handle downward until the top lip touches the middle.
- Note: Holding Shift ensures the lips move straight up/down without drifting left/right.
- Adjust the surrounding handles to squash the mouth into a flat line or gentle curve.
- Crucial: Ensure the Inner Mouth and Teeth meshes are squashed or hidden inside the lips so they don't poke out.
Step 5: Test and Refine
- Deselect the deformer (click empty space).
- Drag the Mouth Open slider back and forth between 0.0 and 1.0.
- If the movement looks good, you are done!
- (Optional) If the transition looks stiff in the middle, go to 0.5, add a keyframe there, and widen the deformer slightly to make the mouth shape more natural (like an "O" shape).
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