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The rapid proliferation of generative 3D models has created a critical bottleneck in animation pipelines: rigging. Existing automated methods are fundamentally limited by their approach to skinning, treating it as an ill-posed,…

Graphics · Computer Science 2026-02-05 Jia-peng Zhang , Cheng-Feng Pu , Meng-Hao Guo , Yan-Pei Cao , Shi-Min Hu

With the rapid evolution of 3D generation algorithms, the cost of producing 3D humanoid character models has plummeted, yet the field is impeded by the lack of a comprehensive dataset for automatic rigging, which is a pivotal step in…

Computer Vision and Pattern Recognition · Computer Science 2024-12-04 Zedong Chu , Feng Xiong , Meiduo Liu , Jinzhi Zhang , Mingqi Shao , Zhaoxu Sun , Di Wang , Mu Xu

Recent advancements in large-scale generative models have significantly improved the quality and diversity of 3D shape generation. However, most existing methods focus primarily on generating static 3D models, overlooking the potentially…

Computer Vision and Pattern Recognition · Computer Science 2025-03-27 Mingze Sun , Shiwei Mao , Keyi Chen , Yurun Chen , Shunlin Lu , Jingbo Wang , Junting Dong , Ruqi Huang

Modern interactive applications increasingly demand dynamic 3D content, yet the transformation of static 3D models into animated assets constitutes a significant bottleneck in content creation pipelines. While recent advances in generative…

Computer Vision and Pattern Recognition · Computer Science 2025-08-15 Chaoyue Song , Xiu Li , Fan Yang , Zhongcong Xu , Jiacheng Wei , Fayao Liu , Jiashi Feng , Guosheng Lin , Jianfeng Zhang

We present RigAnything, a novel autoregressive transformer-based model, which makes 3D assets rig-ready by probabilistically generating joints and skeleton topologies and assigning skinning weights in a template-free manner. Unlike most…

Computer Vision and Pattern Recognition · Computer Science 2025-10-27 Isabella Liu , Zhan Xu , Wang Yifan , Hao Tan , Zexiang Xu , Xiaolong Wang , Hao Su , Zifan Shi

Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and…

Computer Vision and Pattern Recognition · Computer Science 2025-06-30 Hao Zhang , Haolan Xu , Chun Feng , Varun Jampani , Narendra Ahuja

We present RigNet, an end-to-end automated method for producing animation rigs from input character models. Given an input 3D model representing an articulated character, RigNet predicts a skeleton that matches the animator expectations in…

Graphics · Computer Science 2020-07-07 Zhan Xu , Yang Zhou , Evangelos Kalogerakis , Chris Landreth , Karan Singh

State-of-the-art rigging methods typically assume a predefined canonical rest pose. However, this assumption does not hold for dynamic mesh sequences such as DyMesh or DT4D, where no canonical T-pose is available. When applied independently…

Computer Vision and Pattern Recognition · Computer Science 2026-03-16 Ruipeng Wang , Langkun Zhong , Miaowei Wang

Rigging and skinning are essential steps to create realistic 3D animations, often requiring significant expertise and manual effort. Traditional attempts at automating these processes rely heavily on geometric heuristics and often struggle…

Graphics · Computer Science 2025-07-08 Yufan Deng , Yuhao Zhang , Chen Geng , Shangzhe Wu , Jiajun Wu

Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the…

Graphics · Computer Science 2025-03-19 Seokhyeon Hong , Soojin Choi , Chaelin Kim , Sihun Cha , Junyong Noh

Animatable 3D assets, defined as geometry equipped with an articulated skeleton and skinning weights, are fundamental to interactive graphics, embodied agents, and animation production. While recent 3D generative models can synthesize…

Despite significant progress in 4D generation, rig and motion, the core structural and dynamic components of animation are typically modeled as separate problems. Existing pipelines rely on ground-truth skeletons and skinning weights for…

Motion generation is a cornerstone of computer graphics, animation, gaming, and robotics, enabling the creation of realistic and varied character movements. A significant limitation of existing methods is their reliance on specific skeletal…

Computer Vision and Pattern Recognition · Computer Science 2025-05-29 Aliasghar Khani , Arianna Rampini , Evan Atherton , Bruno Roy

Learning-based medical image registration has matched the accuracy of conventional methods while offering superior computational efficiency. However, existing approaches suffer from poor generalization across diverse clinical scenarios,…

Computer Vision and Pattern Recognition · Computer Science 2026-05-25 Zi Li , Jianpeng Zhang , Tai Ma , Tony C. W. Mok , Yan-Jie Zhou , Zeli Chen , Xianghua Ye , Le Lu , Cheng Chen , Dakai Jin

The field of physics-based animation is gaining importance due to the increasing demand for realism in video games and films, and has recently seen wide adoption of data-driven techniques, such as deep reinforcement learning (RL), which…

Graphics · Computer Science 2020-12-01 Tingwu Wang , Yunrong Guo , Maria Shugrina , Sanja Fidler

Recent 3D generative models can synthesize high-quality assets, but their outputs are typically static: they lack the skeletal rigs, joint hierarchies, and skinning weights required for animation. This limits their use in games, film,…

Graphics · Computer Science 2026-05-14 Nikitas Chatzis , Marios Loizou , Evangelos Kalogerakis

Movie productions use high resolution 3d characters with complex proprietary rigs to create the highest quality images possible for large displays. Unfortunately, these 3d assets are typically not compatible with real-time graphics engines…

Graphics · Computer Science 2020-03-24 Dominik Borer , Lu Yuhang , Laura Wuelfroth , Jakob Buhmann , Martin Guay

Skeleton generation is essential for animating 3D assets, but current deep learning methods remain limited: they cannot handle the growing structural complexity of modern models and offer minimal controllability, creating a major bottleneck…

Character rigging is universally needed in computer graphics but notoriously laborious. We present a new method, HeterSkinNet, aiming to fully automate such processes and significantly boost productivity. Given a character mesh and skeleton…

Graphics · Computer Science 2021-03-22 Xiaoyu Pan , Jiancong Huang , Jiaming Mai , He Wang , Honglin Li , Tongkui Su , Wenjun Wang , Xiaogang Jin

We introduce Skywork UniPic, a 1.5 billion-parameter autoregressive model that unifies image understanding, text-to-image generation, and image editing within a single architecture-eliminating the need for task-specific adapters or…

Computer Vision and Pattern Recognition · Computer Science 2025-08-06 Peiyu Wang , Yi Peng , Yimeng Gan , Liang Hu , Tianyidan Xie , Xiaokun Wang , Yichen Wei , Chuanxin Tang , Bo Zhu , Changshi Li , Hongyang Wei , Eric Li , Xuchen Song , Yang Liu , Yahui Zhou
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