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Officially verified details Ayatsuri2D.org

Free, open-source rigging editor for Live2D-style models: meshes, deformers, parameters, physics and animation. Opens and exports moc3. Windows, macOS, Linux.

Ayatsuri2D.org

Ayatsuri2D.org Reviews and Details

This page is designed to help you find out whether Ayatsuri2D.org is good and if it is the right choice for you.

Screenshots and images

  • main modeling screen model by https://www.pixiv.net/users/99163365 //
    2026-10-15
  • Image date //
    2026-10-15
  • editable meshes model by https://www.pixiv.net/users/99163365 / //
    2026-10-15
  • physics editor //
    2026-10-15

Features & Specs

  1. PSD, Krita and Clip Studio import

    folders become parts, layers become meshes packed into texture atlases, clipping layers become masks. Re-import an updated PSD and the rig stays as it is.

  2. Cubism project import (.cmo3)

    meshes, the deformer tree, parameters and folders, every keyform, clipping, physics and names come in whole

  3. Auto mesh

    a mesh that follows the outline of the art, with Standard, Deform and Light presets, then add and erase points, connect and cut edges, an erase brush and 4-division.

  4. Live, exact dragging

    the art follows every drag as it happens and a point lands exactly where you let go, even through bent warps.

  5. Warp and rotation deformers

    grid points, a transform box, Bezier handles, drag-and-drop re-parenting that never moves anything on screen.

  6. Parameters and keyforms

    Cubism's palette tools, including four-corner forms, motion mirroring, Reflect, Adjust, Change, folders and linked pads.

  7. Deform Brush and Mirror Edit

    push or smooth mesh and warp points like Liquify, or edit one side of a symmetrical rig and have the other side follow.

  8. ArtPath

    draw stroked or filled vector shapes that become real meshes, so they clip, deform, key and export like any other art.

  9. Glue, clipping masks and deform paths

    stitch overlapping meshes with a weight brush, pick masks on the canvas, bend meshes along paths.

  10. Texture atlas editor

    see and arrange how the art packs, with automatic layout.

  11. Physics

    a physics page laid out like Cubism's, with a live pendulum preview that follows the real parameters, plus playlists that play scenes against the physics. Reads and writes physics3.json.

  12. Timeline in the After Effects layout

    a dope sheet with folders, key glyphs by interpolation, box select, snapping drags, a work area, a graph editor with Bezier handles, and rebindable keys.

  13. Compositions

    nest scenes and other compositions as layers with start, trim, speed, weight and fades, edit keys in place, and bake to a motion for export.

  14. Sound layers

    add WAV, MP3, FLAC or Ogg to a composition, see its waveform, hear it while you scrub, and export it inside the video.

  15. Animation curves

    auto smooth, linear, stepped, inverse stepped and free Bezier keys, events and fades. Reads and writes motion3.json key for key.

  16. Expressions

    an Expression palette that keeps a pose as an exp3 expression, with Add, Multiply and Overwrite per parameter and a live preview.

  17. moc3 export

    moc3 export in versions 3.0 through 5.3, checked against real Cubism exports, with 5.0 as the default because VTube Studio does not open 5.3 yet.

  18. Render

    export a scene, composition or timelapse to GIF, PNG sequence, MP4, WebM or MOV through ffmpeg, drawn on the GPU, with a queue.

  19. RigLapse

    record every edit to a model and play it back or export it as video, with the changes of each step drawn over the frame.

  20. Ayatsuri API

    Cubism Editor's External Application Integration API on a port you choose, so tools built for Cubism can drive Ayatsuri2D. Apps must be allowed first.

  21. Never loses work

    a crash undoes the edit it interrupted, saves a recovery copy and a full log, and the next start offers to recover it. Autosave every two minutes.

  22. Texture memory budget

    large models stream their textures within a budget you set, with out-of-memory recovery, so a 486 MB model runs on integrated graphics.

  23. Dockable workspaces

    rearrangeable panels, saved workspaces, light and dark themes, your own accent colour, interface scale and density.

  24. Six languages

    English, Japanese, Korean, Simplified Chinese, Dutch and Afrikaans, with one JSON file per language so anyone can add another.

  25. Updates built in

    the launcher checks GitHub, downloads the release for your install, verifies the checksum and restarts.

  26. Small and native

    about 50 MB installed, runs on 2 cores and integrated graphics, opens a full VTuber model in under two seconds.

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Questions & Answers

As answered by people managing Ayatsuri2D.org.
  1. Which are the primary technologies used for building Ayatsuri2D.org?

    Rust throughout. The interface is egui, rendering is wgpu (Vulkan, Metal, DirectX 12 or OpenGL), the project file is MessagePack through serde, video export goes through ffmpeg, sound through rodio. Importers for PSD, Krita, Clip Studio (its SQLite container), moc3, cmo3, motion3, physics3 and exp3 are all written in house. Releases are built by GitHub Actions for Windows, macOS and Linux, and the website runs on Cloudflare Workers.

  2. What's the story behind Ayatsuri2D.org?

    It started from frustration: one commercial editor is effectively the only tool for this kind of work, it does not run on Linux, its licence restricts your own files, and its runtime had a published vulnerability (CVE-2023-27566) that turns a model file into an arbitrary memory write, in a hobby where models are routinely downloaded from strangers. Ayatsuri2D was written from scratch in Rust around two rules: never crash and never lag. Unchecked indexing, unwrap and expect are denied by lint across the codebase, the known-malicious model is rejected in the test suite, and the frame loop allocates nothing. The editor came first so people could make models now; the long-term product is an embeddable runtime for Unity, Unreal, Godot and the web.

  3. How would you describe the primary audience of Ayatsuri2D.org?

    VTubers who rig their own models, freelance Live2D riggers and the artists who commission them, indie game developers who want 2D puppet animation without a licence, and anyone on Linux who was locked out of Cubism. Secondary audiences are studios that need a scriptable pipeline (it speaks Cubism's External Application Integration API) and tool developers who will embed the runtime once the C ABI lands.

  4. Why should a person choose Ayatsuri2D.org over its competitors?

    Live2D Cubism costs a subscription, runs on Windows and macOS only, and its licence restricts what you may do with your own exported files. Ayatsuri2D is GPL-3.0 with no account, no subscription and no restrictions on your exports, and it reads and writes the same formats (moc3, motion3, physics3, exp3), so nothing you make is locked in. Inochi2D is open source too but uses its own format and runtime; Ayatsuri2D targets the runtime VTubers already stream with. It is also small and predictable: about 50 MB installed, a full 356-mesh model opens in under two seconds and evaluates in half a millisecond on two cores with integrated graphics.

  5. What makes Ayatsuri2D.org unique?

    It is the only free, open-source editor that does the whole Live2D-style job end to end: import layered art from Photoshop, Krita or Clip Studio, build meshes and deformers, rig parameters, add physics, animate scenes, compositions and expressions, and export a moc3 model that runs in VTube Studio today. It also opens Cubism's own .cmo3 projects. Every model file is treated as hostile and bounds-checked at import, so a downloaded model cannot be a memory exploit the way it can be in the official runtime. And it runs natively on Linux as well as Windows and macOS.

  6. Who are some of the biggest customers of Ayatsuri2D.org?

    • Its users so far are individual VTubers and freelance and Ex Live 2D riggers who found it through GitHub, X, Alternative2 or Reddit.
    • The first models made with it are being exported to VTube Studio, which is the runtime it targets.

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