# Turn a single illustration into an animated 2D avatar: Mesh Avatar Studio

> Source: <https://github.com/shinshin86/mesh-avatar-studio>
> Published: 2026-10-24 14:58:43+00:00

Turn a single illustration into an animated 2D mesh avatar: it blinks, talks, turns its head, breathes and sways its hair. A coding agent prepares the avatar from your image; you fine-tune it in a local editor with a live preview.

See it move on the [landing page](https://shinshin86.github.io/mesh-avatar-studio/).
To move it with your own face and voice without installing anything, open the
[Player](https://shinshin86.github.io/mesh-avatar-studio/play/) in Chrome or Edge.

Requires Node.js 22.17+ and Git.

```
npx create-mesh-avatar-studio
cd mesh-avatar-studio
npm run dev
```

The first command downloads the repository, installs its packages and checks the tools
Studio needs. If you cloned the repository yourself, run `npm install`, then
`npm run doctor` for the same check. Only Node.js is needed for the editor and the Live
page. uv and Python rebuild layers, and Playwright Chromium renders the motion review when
an agent creates an avatar; the check warns about each one that is missing.

Open the URL printed in the terminal (for example `http://127.0.0.1:5173/`). The editor opens
the bundled sample, Miko in a qipao. Pick a part on the left, drag its dots on the image and
watch the preview on the right. The sample is read-only; when you change it, choose
**Copy and keep editing** to continue in your own copy.

Use `git clone` to download the repository when possible. If you use a ZIP, open its
Properties in File Explorer and select **Unblock**, if shown, before extracting it.

Create `projects/` yourself under your Windows account before asking an agent to work in it
(`npx create-mesh-avatar-studio` creates it for you).
Folders created by another account or an agent running in a sandbox can have permissions
that prevent the editor from reading them. If a project cannot be read, use the folder's
**Properties → Security** settings to grant your account access to the whole project,
including its files and subfolders through permission inheritance.

Making an avatar from your own illustration takes four steps. Steps 1 and 4 are done by a coding agent (Claude Code or Codex) working in this repository; steps 2 and 3 happen in the editor.

Open Claude Code or Codex in this repository folder and give it your illustration:

Create an avatar from this image following docs/agent-guide.md: `/path/to/your-image.png`

The agent follows [the agent guide](https://github.com/shinshin86/mesh-avatar-studio/blob/main/docs/agent-guide.md): it checks how accurately it reads
coordinates, places the rig on zoomed grids, cuts the image into layers and reviews the
avatar in fixed poses. The project is saved in `projects/<name>/`, which is never committed.
Best results come from a front-facing, head-and-shoulders PNG with a transparent background.
When no project is open, the editor shows this request ready to copy.

Recommended setups:

| Agent | Model | 
|---|---|
| Claude Code | Claude Opus 5.5 | 
| Codex | GPT-6.1 Sol | 

Start the editor (`npm run dev`), choose **Open project** and pick your project from the list.
In the preview, use **Pose test** to turn and tilt the head and close the eyes. In **Lip sync**,
choose a mouth style and try it with kana text. Open **Fine-tune** to adjust movement, size
and closing, or preview a local audio file.

Select a part on the left. Its dots are highlighted on the image; drag them to fix the
placement. The preview follows your changes immediately. Some values also decide how the image
is cut into layers: eye and hand outlines, and the head, hair and bun areas used for the hair
mask. After changing those, a banner appears; choose **Save and rebuild layers** there. It takes
a few seconds.

Zoom with a pinch or Ctrl/Cmd+scroll, pan with two fingers or by dragging empty space, and use
**Fit selected part** to jump to the current part.

Without drawings, the eyes and mouth move by mesh deformation alone. Drawn closed eyes and
vowel mouths make blinking and talking look much more natural. In **Drawn variants**, check
**Eyes**, **Mouth** or both, copy the message and paste it into Codex opened in this
repository folder. Codex draws them with its built-in image generation and imports them; the
editor reloads them automatically. (Claude Code cannot generate images; its message prepares
the masks and prompts for you to hand to an image generator.)

**Expressions** is optional: it adds drawn sad and surprised eyes and closed angry and sad
mouths. The avatar switches to them for those expressions and emotion tags and still blinks
and speaks; avatars without them look the same as before.

Choose **Export .mavatar** in the editor to download one file containing the saved rig,
built layers, drawn expressions and avatar metadata. **Include source image** is on by
default so the recipient can edit it in Studio. If you have unsaved edits, use **Save and
export**; changed outlines need a layer rebuild first. Read-only views export the original files.

In **Open project**, choose **Import .mavatar** or drop the file there. Studio creates a new
folder under `projects/`, using a new name if one already exists. Import requires `npm run dev`
and accepts archives up to 128 MiB. Without the source image, the imported avatar can play but
cannot be edited or rebuilt. Omitting the source does not remove the built images.
See the [avatar format](https://github.com/shinshin86/mesh-avatar-studio/blob/main/docs/format.md) for the file contents.

Open your project in the editor and choose **Live**. Start the camera, face forward with
relaxed eyes and a closed mouth, then choose **Calibrate**. You can adjust mirroring,
sensitivity and smoothing, or enable microphone lip sync. Camera video and microphone
audio stay on your machine; only numeric avatar motion values reach the stream view.

Choose a background and **Copy OBS URL**, or **Open stream view in a new tab** to check it first. Keep the Live page open and add the URL as an
OBS **Browser Source**, for example at **1080 × 1080**. The transparent background works
directly in OBS. For other capture software, choose green and apply a chroma key.
Both pages use the local development server (`npm run dev`). The stream view shows idle
motion when the Live page stops sending updates.

Optional **Lighting** adds shading that follows a light you drag over the avatar. It is off
by default; open its section near the bottom of the Live page, or below the preview in the
editor. The OBS URL includes the lighting settings. See [Lighting](https://github.com/shinshin86/mesh-avatar-studio/blob/main/docs/reference.md#lighting).

Keep the Live page open in its own window. Open the OBS URL inside OBS or in another tab; do not paste it into the tab running Live. If the page reports that tracking has stopped or slowed while hidden, bring its window to the front.

Switch expressions such as a smile, surprise or a wink with the **Expression** buttons or
keys **1**–** 8** while tracking continues. A Stream Deck button or a keyboard shortcut can
switch them while another app such as OBS is in front; macOS Shortcuts keys do not work in
every app ([details](https://github.com/shinshin86/mesh-avatar-studio/blob/main/docs/reference.md#switching-expressions-from-other-apps)).

Save up to eight lighting setups, such as a red light from below for a horror game, as
presets, and switch them with **Shift**+** 1**–** 8** or the same kind of shortcut
([details](https://github.com/shinshin86/mesh-avatar-studio/blob/main/docs/reference.md#lighting-presets)).

The camera is optional: with only the microphone on, the avatar keeps its idle motion and
your voice moves the mouth. To appear as the avatar in Zoom, Google Meet and similar apps, use
OBS's Virtual Camera ([steps](https://github.com/shinshin86/mesh-avatar-studio/blob/main/docs/reference.md#video-calls)).

Stream view options, troubleshooting and privacy details are in the
[reference](https://github.com/shinshin86/mesh-avatar-studio/blob/main/docs/reference.md#live-and-streaming).

The [Player](https://shinshin86.github.io/mesh-avatar-studio/play/) runs face tracking,
microphone lip sync, expressions and lighting entirely in the browser. Open the sample or
your own `.mavatar` file; nothing is uploaded. It has no stream URL: choose **Open avatar
window** (Chrome or Edge) and add that window to OBS with **Window Capture** on a green
background and a Chroma Key filter. Transparency, the OBS Browser Source and switching
expressions from other apps need Studio's Live page.

For changes to `mesh-avatar`, run `npm run changeset` and include the generated file in your
PR. On `main`, GitHub Actions opens or updates a `chore: version packages` PR with the next
version and changelog; merging it publishes `mesh-avatar` to npm with provenance. The Studio
root package stays private. Publishing uses npm trusted publishing: on npmjs.com, add a trusted publisher for
`mesh-avatar` that names this repository and the `release.yml` workflow; no npm token is stored
in the repository. A publish that npm cannot match to a trusted publisher waits in the
Staged Packages tab until a maintainer approves it with 2FA. In repository
Settings → Actions → General, enable **Allow GitHub Actions to create and approve pull requests**
so the workflow can open version PRs. Run `npm run e2e`
locally before opening a PR; CI runs the other checks and does not install Playwright browsers.

- [Agent guide](https://github.com/shinshin86/mesh-avatar-studio/blob/main/docs/agent-guide.md) : the step-by-step procedure agents follow
- [Reference](https://github.com/shinshin86/mesh-avatar-studio/blob/main/docs/reference.md) : projects, building layers by hand, all editor controls, tests
- [Rig fields](https://github.com/shinshin86/mesh-avatar-studio/blob/main/docs/rig-fields.md) : what every value in`rig.json` means
- [Avatar format](https://github.com/shinshin86/mesh-avatar-studio/blob/main/docs/format.md) : folder and`.mavatar` layouts, metadata and validation

The code is released under the [MIT License](https://github.com/shinshin86/mesh-avatar-studio/blob/main/LICENSE).

The sample character Miko (`samples/miko-qipao/`) is not covered by the MIT License. Miko is the
character of AITuber OnAir, © Yuki Shindo (AITuber OnAir), and her images are provided under the
[Miko Character Usage Guidelines](https://miko.aituberonair.com/#terms); see
[samples/miko-qipao/MIKO_ASSET_TERMS.md](https://github.com/shinshin86/mesh-avatar-studio/blob/main/samples/miko-qipao/MIKO_ASSET_TERMS.md). They may be used
and modified as part of your own works, but not redistributed on their own or as an asset
collection. This project is not an official AITuber OnAir product.

Face tracking uses [MediaPipe](https://github.com/google-ai-edge/mediapipe) (`@mediapipe/tasks-vision`
and the Face Landmarker model in `vendor/mediapipe/`), © The MediaPipe Authors, licensed under the
Apache License 2.0; see [vendor/mediapipe/LICENSE](https://github.com/shinshin86/mesh-avatar-studio/blob/main/vendor/mediapipe/LICENSE).
