Free guide ·
How to give a cartoon character a free voice and a moving mouth: open-source voice models, three ways to lip sync, and the licence terms to check first.
By John Shemron, graphic designer and video editor at PromptVault
You can voice and lip sync a cartoon character for free with two pieces: a voice model that runs on your own computer, such as VoxCPM2 or Kokoro, and a method that turns the audio into mouth movement. For drawn 2D characters, that method is a set of mouth shapes picked from the audio, with Rhubarb Lip Sync or Adobe Character Animator's free Starter mode. For characters built in code, the mouth can simply open with the voice's loudness. Free tiers of cloud voice services work too, but they often rule out commercial use, so check the terms before you post.
This guide covers both halves, with real numbers from a finished video, and the licence terms as they stood on 7 November 2026.
There are three kinds of free, and they come with different strings attached:
| Option | Terms (checked 7 November 2026) | Runs on | New voice from a description | Clone a recording |
|---|---|---|---|---|
| VoxCPM2 | Apache-2.0 code and weights, free for commercial use. The project forbids impersonation, fraud and disinformation, and asks that AI content be labelled | Your computer | Yes | Yes, from a short clip |
| Kokoro-82M | Apache-2.0 weights. A few voices are CC BY, which means you must credit their source | Your computer; a small model | No, you pick from its built-in voices | Not offered |
| ElevenLabs free plan | 10,000 credits a month; non-commercial use with attribution | The cloud | Yes, with a few custom voice slots | Paid plans only |
Which to choose:
With a model like VoxCPM2 you write the voice, not record it. The Claude & Pixel kit (more on it below) does it in four steps:
The kit's two voices were made this way, from descriptions. They aren't copies of real people. If you clone a voice from a recording, use only a voice you have the rights to, such as your own.
| Method | How it works | Best for | Free tools |
|---|---|---|---|
| Loudness to mouth | The mouth opens as far as the voice is loud | Characters built in code, simple or stylised mouths | A few lines of your own code |
| Mouth shapes from the audio | Software listens and picks one of a small set of drawn mouths for each moment | Drawn 2D characters | Rhubarb Lip Sync, Adobe Character Animator Starter |
| AI lip sync or a video model | A model draws the moving mouth for you | Realistic or painted one-off shots | Free tiers of AI video and lip-sync tools |
This is the simplest lip sync there is, and it works better than it sounds for cartoon characters. Here is how the Claude & Pixel kit does it, with the real numbers from its example video, Friday Deploy:
The first line of Friday Deploy is Pixel saying "Claude. Ship it to production." These are the values the kit wrote for it:
| Word | Starts at | Loudness peak (0 to 1) | Mouth height at the peak, vs resting |
|---|---|---|---|
| Claude. | 0.00 s | 1.00 | 3.6 × |
| Ship | 1.08 s | 0.44 | 2.1 × |
| it | 1.12 s | 0.55 | 2.4 × |
| to | 1.28 s | 0.96 | 3.5 × |
| production. | 1.44 s | 1.00 | 3.6 × |
Between "Claude." and "Ship" the value drops to 0, so the mouth closes in the pause. While Claude answers "It's Friday.", Pixel's value stays at 0 and Claude's own rises. Nobody keyframed the lips; they come straight from the audio.
The same loudness value also nods Pixel's head slightly and lifts the brows, which makes the speech look physical. Claude has no mouth at all; its eyes change shape on each line instead, and go flat for the deadpan ones.
The limit: loudness doesn't know which sound is being made, so "oo" and "ah" look the same. That's fine for a stylised character at phone size, and wrong for a close-up of a realistic mouth.
Hand-drawn cartoons have long used a small set of mouth drawings, swapped to match the sounds. Two free tools do the matching for you:
Video models can now generate a character speaking, with the mouth already moving. Google's Veo prompt guide covers writing dialogue into the prompt, and Kling's API has an option to generate native audio with the video. For a single painted or realistic shot, that's often the fastest route. The trade-off: the face and the voice can change from one clip to the next, which matters for a recurring character (see how to keep the same character in AI animation). For prompts that work in these tools, see AI animation prompts: 16 tested examples.
Dedicated AI lip-sync tools take an image or a video and redraw the mouth to match an audio file. Most have a free tier, but they change often. Before you rely on one, check three things: the length limit, whether it adds a watermark, and whether the free tier allows commercial use.
For the bigger picture of these routes, see the prompt animation guide.
The Claude & Pixel Guide sets up Method 1 end to end. You paste one prompt into Claude Code, it interviews you about the video, and you pick the voices by ear from samples it designs with VoxCPM2 on your Mac. Then it checks every line with Whisper, times every word for captions and lip sync, and renders a finished vertical video with the same two characters in every episode. It needs a Mac, and voice design needs an Apple Silicon one. It's an independent course from PromptVault, not made by Anthropic. For the format these voices are made for, see how to make animated dialogue videos.
Yes. Generate the voice with an open-source model such as VoxCPM2 or Kokoro, then lip sync it with Rhubarb Lip Sync, Adobe Character Animator's free Starter mode, or, for a character built in code, by opening the mouth with the voice's loudness.
For a character with a voice of its own, VoxCPM2, because it designs new voices from a description and keeps them the same across lines. For ready-made voices with a light setup, Kokoro. Try both with a real line from your script; the right voice depends on the character.
It depends on the voice. VoxCPM2 and Kokoro are Apache-2.0 and allow commercial use, though some Kokoro voices need a credit. The ElevenLabs free plan is non-commercial, so a monetised channel needs a paid plan.
Draw six to nine mouth shapes for your character, run your audio through Rhubarb Lip Sync to get the timing, and swap the drawings in your animation program. After Effects, Moho, OpenToonz and Spine can read its output.
Not for most cartoons. Simple, stylised characters read well with a mouth that just opens and closes in time with the voice. Exact mouth shapes matter more as the character gets more realistic and the camera gets closer.
The Claude & Pixel Guide: Animated dialogue videos for Reels, Shorts and TikTok, made in code from one prompt. 15 text lessons in three tracks.