rev2d
OfficialClick on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@rev2dCreate a hana model, validate it, and render it with bone overlays."
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Live2D/Spine-style 2D rigging & animation — built for AI agents
English · 한국어
▶ Watch the 1-minute demo · English headlines, Korean captions
What is Rev2D?
A rig is one JSON file. Parameters, bones, warp deformers, parts, keyform bindings, IK, physics and layered animations live in one
*.r2d.json, addressed by id, in canvas pixels. You can diff it, review it and generate it.A deterministic, headless renderer. Pure TypeScript with no GPU and no browser: the same model and inputs always give the same pixels. It renders debug overlays, contact sheets, GIFs and PNG sequences.
Tools an agent can drive. A 19-command CLI with
--jsonoutput, atomic and validated edit operations, and an MCP server with 16 tools that return renders as images. The whole workflow is in How AI agents use Rev2D.A live editor for the human. A React + WebGL2 editor reloads every change the AI writes, and the AI can see and drive the view you are looking at.
Related MCP server: unreal-animation-mcp
How AI agents use Rev2D
Rigging tools are built for a mouse and a pair of eyes. Rev2D keeps the concepts of Live2D and Spine and makes each step readable, writable and checkable by a program, so an agent can build a rig and prove it works before it says it is done.
In one line: write the JSON, check it with renders and numbers, fix it with ops, check again. No
human has to look at the pixels for it: the agent sees its results in renders and sheets and
measures them with inspect and analyze.
An agent connects in one of three ways:
Way in | Use it for | Start here |
MCP server | Claude Code, Claude Desktop and other MCP clients | Connect Claude Code, 16 tools |
CLI | Any agent with a shell |
|
Editor bridge | Working together while a human watches in the editor |
|
The loop
┌──► validate ──► render ──► sheet ──► inspect / analyze ──┐
│ pointers overlays sweeps exact numbers: │
│ + hints + notes overview IK, physics, seams │
└───────────────── fix with atomic ops ◄────────────────────┘Examples below write rev2d for node bin/rev2d.js (or npx rev2d inside the checkout).
Step | CLI | MCP tool | What the agent gets |
1. Author |
|
| a valid starting rig (blank, empty or one of 5 examples) |
2. Validate |
|
| every problem with a JSON pointer, a stable code and a fix hint |
3. Look |
|
| a PNG, plus notes when something looks wrong (IK out of reach, physics clamped, parts off-canvas) |
4. Sweep |
|
| a parameter range, every parameter, or an animation in one captioned image |
5. Measure |
|
| bone transforms, part bounds, IK reach, physics clamping and loop seams as numbers |
6. Fix |
|
| a per-op report; nothing is written unless the whole batch applies and validates |
$ node bin/rev2d.js new blob.r2d.json
created blob.r2d.json from template "blank" (512x512; 0 errors, 0 warnings)
$ node bin/rev2d.js ops blob.r2d.json --op '{"op":"add","kind":"parameter","value":{"id":"EyeOpen","min":0,"max":1,"default":1}}' --op '{"op":"bind","target":"part:eye.shape.ry","params":["EyeOpen"],"keys":[{"at":[0],"value":2},{"at":[1],"value":26}]}'
applied 2 ops on blob.r2d.json
ok #0 --op #1 add added parameter "EyeOpen" as /parameters/2 (range 0..1, default 1)
ok #1 --op #2 bind added binding part:eye.shape.ry ← [EyeOpen] as /bindings/3 (2 keyforms)
wrote blob.r2d.json
$ node bin/rev2d.js validate blob.r2d.json
ok blob.r2d.json (0 errors, 0 warnings)
$ node bin/rev2d.js sheet blob.r2d.json -o out/blink.png --sweep EyeOpen=0:1:3 --sweep Lean=-1,0,1 --scale 0.5
wrote out/blink.png (800x848, 9 cells, 3 per row, cell viewBox 0,0,512,512, scale 0.5)
cells: EyeOpen=0,0.5,1 x Lean=-1,0,1
$ node bin/rev2d.js inspect blob.r2d.json --param EyeOpen=0 --part eye --json
{
"time": 0,
"params": { "Lean": 0, "Squash": 0, "EyeOpen": 0 },
"drawOrder": ["body", "eye"],
"properties": { "part:eye.shape.ry": 2 },
"events": [],
"ik": [],
"physics": [],
"parts": [
{
"id": "eye",
"visible": true,
"opacity": 1,
"z": 1,
"bounds": [241, 235, 30, 4],
"center": [256, 237]
}
]
}
$ node bin/rev2d.js analyze blob.r2d.json --anim idle
analysis of idle (2s loop): 120 frames over t=0..2s
PARAMETERS (min..max over the frames, [range])
Lean -0.5..0.5 [-1..1]
Squash 0..0.4 [0..1] reaches min
constant: EyeOpen=1
LOOP SEAM (end of the loop extrapolated to t=2 vs t=0)
parameters and bones close the loop
pixels: 0% differ between t=0 and one loop later (threshold 8, max delta 0)
BOUNDS
visible parts over all frames: [112.9, 126.5, 286.2, 259] (canvas 512x512)The closed eye is 4 px tall (bounds is x, y, w, h), the sweep sheet shows it at every lean, and
the idle loop closes. Only the "next steps" lines that new prints are left out.
Connect Claude Code (or any MCP client)
claude mcp add rev2d -- node /absolute/path/to/Rev2D/bin/rev2d.js mcpAdd --scope project to share it through the project's .mcp.json:
{
"mcpServers": {
"rev2d": {
"command": "node",
"args": ["/absolute/path/to/Rev2D/bin/rev2d.js", "mcp"]
}
}
}Any client that starts stdio servers (Claude Desktop, other MCP clients) uses the same command. On
Windows, write the path with forward slashes (C:/Users/me/Rev2D/bin/rev2d.js). Ask the agent to
call rev2d_guide first. Without MCP, any agent with a shell can drive the CLI instead: every
command has --json, and AGENTS.md is the agent's guide.
Group | Tool | Purpose |
Learn |
| Quickstart for AI authors: conventions, workflow, address grammar, recipes. Call first. |
| JSON Schema of the model, or of one part of it ( | |
| The bundled docs: spec, ops, cli, mcp, recipes, architecture, examples, agents | |
Check |
| Diagnostics with JSON pointers, stable codes and fix hints |
| Outline: parameters and what they drive, bone tree, warps, parts, bindings, IK, physics, animations | |
See |
| One pose as an inline PNG, with overlays, IK reach and warning notes |
| One captioned grid: an animation over time, 1–2 parameter sweeps, or an overview of every parameter | |
| Pixel diff of two PNGs, with the differences drawn in red | |
Measure |
| Exact numbers for a pose or a series of times: bones, part bounds, IK, physics, mapped points, track tables |
| A whole animation checked at 60 fps: ranges, physics clamping, IK snap risk, events, loop seam | |
| Which parts cover a canvas point, top-most first | |
Edit |
| Atomic, validated edits by id (16 ops: add, bind, bind_warp, follow, recolor, compose, ...) |
| A new model from | |
Editor bridge |
| What the human sees: open model, workspace, pose, time, layers, selection, view |
| Drive the editor: open a file, set parameters, play, seek, select, overlays, focus, message | |
| A PNG of exactly what the human sees |
Arguments and results for every tool: docs/MCP.md.
The live editor bridge: the AI works in the window you are watching
The human opens the editor; the agent edits the file and drives the view from its own terminal (or over MCP). These are the commands from the demo:
# the human
rev2d edit hero.r2d.json # http://127.0.0.1:4777
# the agent
rev2d ops hero.r2d.json --op '{"op":"recolor","parts":["hairBack","hairBackStrands","hairSideR","hairSideStrandR","hairSideL","hairSideStrandL","hairFront","hairFrontStrands","hairFrontShine"],"hsl":{"h":-120,"s":0.25,"l":0.05}}'
rev2d editor command --params AngleX=25,EyeLOpen=0,MouthOpen=0.6
rev2d editor command --play talk
rev2d editor screenshot -o out/seen.png # a render of exactly what the human sees
rev2d editor state # open model, parameters, time, layers, selection, view
rev2d editor command --message "Hair is teal now, pose set, talk played."
rev2d editor command --open models/cat.r2d.json # switch the editor to another model in its workspaceThe AI sees what you see:
editor state(parameters including the editor's own physics results and the sliders you pinned, time, animation layers, selection, visible region) andeditor screenshot(rendered by the same renderer asrev2d render).The AI drives the view: parameters, play / pause / seek, animation layers, selection, overlays, focus, messages, and which file is open.
No lost edits. If the agent writes the file while you have unsaved edits, your next save is refused (HTTP 409) and you choose to reload its version or overwrite it.
Try these prompts
Make a cat mascot with rev2d: a head turn, a blink and tail physics. Verify it with sheets and
analyze.
Create
cat.r2d.jsonfrom the blank template and give it a blink: anEyeOpenparameter bound to the eye, and a 0.4 sblinkanimation. Before you say it's done, show me a sweep sheet, an animation sheet and theinspectnumbers for the closed eye.
I have the editor open on
hana.r2d.json. Make her hair teal, turn her head to AngleX 25 and playtalkso I can watch, then take a screenshot of what I see and tell me what changed.
Put a small hat on hana that stays on her head when she turns (use the
followop). Prove it with an AngleX × AngleY sheet andinspect --pointnumbers for the hat's anchor.
Analyze every animation in
robot-arm.r2d.jsonfor IK reach, physics clamping and loop seams. Fix what you find with ops, and show me before/after sheets.
Why it works
Diagnostics an agent can act on. Each problem names the exact place in the file, a stable code and the fix. This is real output for a model with two typos:
$ rev2d validate blob.r2d.json
FAIL blob.r2d.json
error /parts/0/parent unknown-parent unknown parent "bodyWarpp" (must be a bone or warp id) → did you mean "bodyWarp"?
error /bindings/1/target invalid-target bone has no property "scaleYY" → did you mean "scaleY"?
2 errors, 0 warningsDeterministic renders. No GPU, no browser, no clock, no randomness: the same model and inputs
give byte-identical PNGs and GIFs (the test suite checks this). A before/after rev2d diff means
something, and a render is evidence rather than a guess.
Numbers, not just pixels. Looking is expensive and vague; numbers are cheap and exact.
AngleX > 0 should turn the face toward the screen right, and inspect confirms it: at
--param AngleX=30 the mouth center of the hana example moves from [256, 321.9] to
[286.9, 322]. analyze reads a whole animation without watching it. On hana's idle loop it
reports that no hair physics output is ever clamped, that the loop seam is 0% different, and which
parts leave the canvas.
The editor
rev2d edit opens a web editor (React 19 + WebGL2) at http://127.0.0.1:4777. It evaluates models
with the same core as the CLI.
Live reload | Changes on disk from the AI, the CLI or a text editor show up at once. Edits made in the editor are written back to the same file. |
Parameters | Sliders by group (the outliner search filters them too). Pin a physics output to hold it; double-click a slider to reset it. |
Viewport | Zoom and pan, click to select parts and bone joints, overlays for bones, mesh, warps, bounds, labels and grid ( |
Timeline & layers | Play, loop, speed, physics on/off, keys per track, and extra animation layers with weight, |
Outliner & inspector | Rig tree, parts in draw order, warps, parameters, animations, bindings, IK and physics. Edit any object as JSON ( |
Problems & undo | Validation diagnostics as you edit; undo and redo for inspector edits. |
File menu | New… ( |
Start screen | New model, Open, Import, recent files, and example cards (hana, robot arm, slime, textured, minimal) that copy an example into your workspace and leave the original untouched. |
Safety | An edit is saved as you make it. If a write fails (an invalid model, a conflict, a deleted file), the editor keeps your version and asks Save / Don't save / Cancel before New, Open, Import, Close or Reload replaces it. |
Workspace | The editor works inside one folder: |
Press ? in the editor for every shortcut.
Live2D and Spine concepts in Rev2D
Concept | From | In Rev2D |
Parameters | Live2D | Named scalars with a range, default and group. Bindings, animations and physics share them. |
Warp deformers | Live2D |
|
Rotation deformers / bones | Live2D / Spine | Bone hierarchy with local x, y, rotation, scale and length |
Keyform bindings | Live2D | 1–3 parameters per binding on a full keyform grid, multilinear or step interpolation. Bindings on one property add up. |
Shape keys / deform | Live2D / Spine | Keyforms for SVG path morphs, polygon points, mesh vertices and ellipse/rect fields |
IK constraints | Spine | One-bone aim and two-bone IK with mix, bend direction, |
Weighted meshes (skinning) | Spine | Linear blend skinning with automatic or explicit weights |
Physics | Live2D | Pendulum chains at a fixed 60 Hz: inputs (x, y, angle) drive output parameters |
Clipping masks, blend modes | both |
|
Draw order | both |
|
Animations & layering | both | Tracks on parameters or any property, eases incl. |
Textures | both | PNG textures, atlas crops as image grids, textured meshes with UVs |
Format details: docs/SPEC.md. Which example uses which technique: examples/README.md.
Quick start
Requirements: Node 22+ and git.
git clone https://github.com/RevStudio/Rev2D.git && cd Rev2D
npm install
node bin/rev2d.js new hero.r2d.json --template hana # templates: blank (default), empty, minimal, hana, robot-arm, slime, textured
node bin/rev2d.js validate hero.r2d.json
node bin/rev2d.js render hero.r2d.json -o out/hero.png --overlay bones,warps,labels
node bin/rev2d.js sheet hero.r2d.json -o out/params.png --overview --scale 0.25
node bin/rev2d.js sheet hero.r2d.json -o out/turn.png --sweep AngleX=-30:30:3 --sweep AngleY=30,0,-30 --scale 0.5
node bin/rev2d.js analyze hero.r2d.json --anim idle --warmup 8
node bin/rev2d.js edit hero.r2d.json # live editor at http://127.0.0.1:4777In a checkout the CLI runs the TypeScript sources directly (no build step). The editor UI is served
from dist/editor after npm run editor:build, or compiled on the fly by Vite when there is no
build. If port 4777 is taken, add --port 0 to pick a free one. rev2d help <command> lists every
flag, and docs/CLI.md documents every command and its --json output.
Conventions. Coordinates are canvas pixels with the origin top-left and +y down. Angles are
degrees, positive = clockwise. Standard parameters follow Live2D names and signs: AngleX > 0
turns toward the screen right, AngleY > 0 looks up, and L in an id means the character's
left, which is on the screen right.
Examples
Five models ship as templates (rev2d new my.r2d.json --template <name>). All images below are CLI
output.
textured (the koinobori in the demo) shows PNG atlas crops bent by warps, a textured mesh with UVs and a texture-alpha mask. Details and a feature matrix: examples/README.md.
Documentation
Document | What it covers |
The guide for AI agents: mental model, the verify loop, diagnostics, addresses, common mistakes, MCP tools, and developing Rev2D | |
The model format and evaluation semantics (authoritative) | |
Every command, flag, exit code and | |
The 16 edit operations, reference handling and the | |
MCP setup, the 16 tools, the editor bridge and troubleshooting | |
21 copy-paste rig recipes with the commands that verify them, all run by the test suite | |
Pipeline, modules, data contracts, determinism and the editor protocol | |
The five example models and the techniques each one shows | |
An index for LLM tools |
The tool serves the same docs offline: rev2d docs <spec|ops|cli|mcp|agents|recipes|architecture|examples>,
or MCP rev2d_docs.
Status and roadmap
Rev2D is at v0.1. The format (version 1), the CLI, the MCP tools and the editor work and are covered by 1,350+ tests, but they may still change before 1.0. There is no npm release yet: run it from a checkout.
Rev2D does not replace Live2D Cubism or Spine for production pipelines. It is a text-first toolkit for AI-assisted authoring and experiments. Some ideas we may explore (not promises):
Importing layered artwork (PSD / Photoshop) as parts
Runtimes for game engines and the web (Unity, Godot, a small web player)
Audio-driven lip-sync for mouth parameters
More constraints: longer IK chains, transform and path constraints
Ideas and use cases are welcome in the issues.
Development
npm test # the full vitest suite (1,350+ tests)
npm run typecheck # tsc --noEmit -p tsconfig.json
npm run editor:dev # editor UI with hot reload; proxies /api to rev2d edit on :4777
npm run editor:build # build the editor UI into dist/editor (served by rev2d edit)
npm run build # compile src/ to dist/ and build the editor UI (what the package ships)
npx tsx scripts/build-examples.ts # regenerate examples/ from their buildersThe editor end-to-end tests use playwright-core with an installed Google Chrome. They skip, with a reason, when the UI is not built or Chrome is missing.
Demo media. Everything in docs/media is generated from real CLI output, real renders and
screen recordings of the real editor:
node scripts/video/capture-all.mjs # capture: CLI transcripts, frame sequences, editor recordings -> out/video/assets
node scripts/video/compose.mjs # compose: docs/media/*.mp4, hero.gif, ai-live-edit.gif, poster.png, verify.pngThis needs Google Chrome and ffmpeg/ffprobe on the PATH (on Windows you can instead set
FFMPEG_DIR to the folder with ffmpeg.exe). The capture step starts its editors on free ports
with a sandboxed home directory.
Contributing
Issues and pull requests are welcome. Before you open a PR, run npm test, npm run typecheck and,
if you touched editor/, npm run editor:build. The docs are tested too: links, command lines and
recipes are checked by the suite. Module boundaries and where to add a feature are described in
AGENTS.md, Part 2.
License
MIT © 2026 RevStudio
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