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Showing 1–25 of 57 results for all: rigging skinning

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  1. arXiv:2608.31113  [pdf, ps, other] 

    cs.CV

    BLARM: Animating 3D Objects from Video via Blending Latent Rigid Motion Primitives

    Authors: Pradyumn Goyal, Yizhak Ben-Shabat, Hsueh-Ti Derek Liu, Haomiao Jiang, Snehasish Mukherjee, Kyle Spence, Mark Stauber, Evangelos Kalogerakis, Yunze Zeng

    Abstract: …animation. Given a monocular video and a static object mesh, BLARM predicts a temporally coherent animated mesh whose motion follows the video. Rather than relying on explicit rigs or directly regressing high-dimensional vertex motion, we represent animation using a compact set of learned, time-varying rigid motion components and time-invariant vertex-to-com… ▽ More

    Submitted 31 August, 2026; originally announced August 2026.

  2. arXiv:2608.01726  [pdf, ps, other] 

    cs.CV

    G-Skin: Learning to Bind 3D Gaussians with Generative Visual Priors

    Authors: Yuxin Yao, Kendong Liu, Shiqi Zhou, Jiazhi Xia, Junhui Hou

    Abstract: …Splatting has achieved remarkable success in photorealistic and efficient rendering, leading to a rapid increase in 3D assets represented by 3D Gaussian primitives. Directly rigging these assets with arbitrary skeleton topologies is highly desirable. However, training a feed-forward… ▽ More

    Submitted 3 August, 2026; originally announced August 2026.

  3. arXiv:2607.27982  [pdf, ps, other] 

    cs.CV

    ViP-Rig: Visual-Prompted Controllable Rigging

    Authors: Zihan Qin, Mingze Sun, Yifan Mao, Jialei Xu, Jingfeng Guo, Changrong Hu, Wenbo Zhao, Junjun Jiang, Xianming Liu

    Abstract: Rigging is inherently task-dependent because the same mesh may require different skeletons and deformation behaviors across animation tasks. In practice, artists often inspect an initial… ▽ More

    Submitted 30 July, 2026; originally announced July 2026.

    Comments: 8 pages, 4 figures. Zihan Qin and Mingze Sun contributed equally. Xianming Liu is the corresponding author

  4. arXiv:2606.06685  [pdf, ps, other] 

    cs.CV cs.GR

    RigPAPR: Rig-Based Animation of Static Neural Point Clouds from a Fixed-Viewpoint Video

    Authors: Shichong Peng, Yanshu Zhang, Ke Li

    Abstract: …we aim to animate it to follow a monocular fixed-viewpoint driving video of the subject, whether captured or produced by image-to-video (I2V) generation, and to recover a rigged, re-posable 3D asset. Existing methods deform Gaussian splats through direct linear blend… ▽ More

    Submitted 4 June, 2026; originally announced June 2026.

    Comments: An overview video is available at https://youtu.be/up3BwRHYWG8

  5. arXiv:2605.24805  [pdf, ps, other] 

    cs.CV

    Fishbone: From One 3D Asset to a Million Controllable Edits

    Authors: Yumeng He, Xiaoying Wang, Peihao Li, Yanjia Huang, Joe Masterjohn, Jiajun Wu, Leonidas Guibas, Yin Yang, Ying Jiang, Chenfanfu Jiang

    Abstract: …for computer graphics, embodied AI, robotics, and interactive content creation, yet creating diverse 3D assets remains challenging due to the high cost of manual modeling and rigging. Shape deformation offers a natural way to generate variations from existing meshes, but existing data-driven methods often rely on sparse user inputs, while parametric editing… ▽ More

    Submitted 23 May, 2026; originally announced May 2026.

    Comments: 20 pages, 19 figures

  6. arXiv:2605.14594  [pdf, ps, other] 

    cs.CV cs.GR

    TOPOS: High-Fidelity and Efficient Industry-Grade 3D Head Generation

    Authors: Bojun Xiong, Zoubin Bi, Xinghui Peng, Yunmu Wang, Junchen Deng, Jun Liang, Jing Li, Bowen Cai, Huan Fu

    Abstract: …industrial pipelines, studios typically enforce a fixed reference topology across all head assets, as such a clean and uniform topology is a prerequisite for production-level rigging, skinning and animation. In this paper, we present TOPOS, a framework tailored for single image conditioned 3D head generation that joint… ▽ More

    Submitted 14 May, 2026; originally announced May 2026.

    Comments: Technical Report

  7. arXiv:2605.13129  [pdf, ps, other] 

    cs.GR cs.CV

    Rigel3D: Rig-aware Latents for Animation-Ready 3D Asset Generation

    Authors: Nikitas Chatzis, Marios Loizou, Evangelos Kalogerakis

    Abstract: Recent 3D generative models can synthesize high-quality assets, but their outputs are typically static: they lack the skeletal rigs, joint hierarchies, and… ▽ More

    Submitted 13 May, 2026; originally announced May 2026.

  8. arXiv:2604.17623  [pdf, ps, other] 

    cs.CV cs.GR

    ViPS: Video-informed Pose Spaces for Auto-Rigged Meshes

    Authors: Honglin Chen, Karran Pandey, Rundi Wu, Matheus Gadelha, Yannick Hold-Geoffroy, Ayush Tewari, Niloy J. Mitra, Changxi Zheng, Paul Guerrero

    Abstract: Kinematic rigs provide a structured interface for articulating 3D meshes but lack any associated pose space, i.e., an explicit representation of the plausible manifold of joint configurations for a given mesh. Without such a pose space, stochastic sampling or manual manipulation of raw… ▽ More

    Submitted 20 May, 2026; v1 submitted 19 April, 2026; originally announced April 2026.

    Comments: Project page: https://honglin-c.github.io/vips/

  9. arXiv:2604.16629  [pdf, ps, other] 

    cs.CV cs.GR

    Amortized Inverse Kinematics via Graph Attention for Real-Time Human Avatar Animation

    Authors: Muhammad Saif Ullah Khan, Chen-Yu Wang, Tim Prokosch, Michael Lorenz, Bertram Taetz, Didier Stricker

    Abstract: …real-time human avatar pipelines, the available signal per frame is a sparse set of tracked 3D joint positions, whereas animation systems require joint orientations to drive skinning. Recovering full orientations from positions is underconstrained, most notably because twist about bone axes is ambiguous, and classical IK solvers typically rely on iterative o… ▽ More

    Submitted 17 April, 2026; originally announced April 2026.

  10. arXiv:2604.09835  [pdf, ps, other] 

    cs.CV cs.AI

    F3G-Avatar : Face Focused Full-body Gaussian Avatar

    Authors: Willem Menu, Erkut Akdag, Pedro Quesado, Yasaman Kashefbahrami, Egor Bondarev

    Abstract: …avatar synthesis method that reconstructs animatable human representations from multi-view RGB video and regressed pose/shape parameters. Starting from a clothed Momentum Human Rig (MHR) template, front/back positional maps are rendered and decoded into 3D Gaussians through a two-branch architecture: a body branch that captures pose-dependent non-rigid defor… ▽ More

    Submitted 10 April, 2026; originally announced April 2026.

    Comments: CVPRW 3DMV, 10 pages

  11. arXiv:2604.08746  [pdf, ps, other] 

    cs.GR cs.CV

    AniGen: Unified $S^3$ Fields for Animatable 3D Asset Generation

    Authors: Yi-Hua Huang, Zi-Xin Zou, Yuting He, Chirui Chang, Cheng-Feng Pu, Ziyi Yang, Yuan-Chen Guo, Yan-Pei Cao, Xiaojuan Qi

    Abstract: 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 visually plausible shapes from images, the results are typically static. Obtaining usable… ▽ More

    Submitted 14 April, 2026; v1 submitted 9 April, 2026; originally announced April 2026.

    Comments: 16 pages, 12 figures

  12. arXiv:2604.08547  [pdf, ps, other] 

    cs.CV cs.GR

    GaussiAnimate: Reconstruct and Rig Animatable Categories with Level of Dynamics

    Authors: Jiaxin Wang, Dongxin Lyu, Zeyu Cai, Zhiyang Dou, Cheng Lin, Anpei Chen, Yuliang Xiu

    Abstract: …that conform closely to the surface, can effectively capture non-rigid deformations, but lack a kinematic structure necessary for intuitive control. Thus, we propose a Scaffold-Skin… ▽ More

    Submitted 9 April, 2026; originally announced April 2026.

    Comments: Page: https://cookmaker.cn/gaussianimate

  13. arXiv:2602.19350  [pdf, ps, other] 

    cs.CV

    PoseCraft: Tokenized 3D Body Landmark and Camera Conditioning for Photorealistic Human Image Synthesis

    Authors: Zhilin Guo, Jing Yang, Kyle Fogarty, Jingyi Wan, Boqiao Zhang, Tianhao Wu, Weihao Xia, Chenliang Zhou, Sakar Khattar, Fangcheng Zhong, Cristina Nader Vasconcelos, Cengiz Oztireli

    Abstract: Digitizing humans and synthesizing photorealistic avatars with explicit 3D pose and camera controls are central to VR, telepresence, and entertainment. Existing skinning-based workflows require laborious manual rigging or template-based fittings, while neural volumetric methods rely on canonical templates and re-optimi… ▽ More

    Submitted 22 February, 2026; originally announced February 2026.

  14. arXiv:2602.12740  [pdf, ps, other] 

    cs.CV cs.GR

    SPRig: Self-Supervised Pose-Invariant Rigging from Mesh Sequences

    Authors: Ruipeng Wang, Langkun Zhong, Miaowei Wang

    Abstract: 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 frame-by-frame, existing methods lack pose invariance and often yield temporally inconsistent topologies. To address th… ▽ More

    Submitted 13 March, 2026; v1 submitted 13 February, 2026; originally announced February 2026.

    Comments: Code: https://github.com/WANG-Ruipeng/SPRig

  15. arXiv:2602.04805  [pdf, ps, other] 

    cs.GR cs.AI

    Skin Tokens: A Learned Compact Representation for Unified Autoregressive Rigging

    Authors: Jia-peng Zhang, Cheng-Feng Pu, Meng-Hao Guo, Yan-Pei Cao, Shi-Min Hu

    Abstract: 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… ▽ More

    Submitted 4 February, 2026; originally announced February 2026.

    Comments: 14 pages, 10 figures

  16. arXiv:2601.06378  [pdf, ps, other] 

    cs.GR

    RigMo: Unifying Rig and Motion Learning for Generative Animation

    Authors: Hao Zhang, Jiahao Luo, Bohui Wan, Yizhou Zhao, Zongrui Li, Michael Vasilkovsky, Chaoyang Wang, Jian Wang, Narendra Ahuja, Bing Zhou

    Abstract: 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… ▽ More

    Submitted 9 January, 2026; originally announced January 2026.

    Comments: Project Page: https://RigMo-Page.github.io

  17. arXiv:2512.16767  [pdf, ps, other] 

    cs.CV

    Make-It-Poseable: Feed-forward Latent Posing Model for 3D Characters

    Authors: Zhiyang Guo, Ori Zhang, Jax Xiang, Alan Zhao, Zhenxun Yuan, Wengang Zhou, Houqiang Li

    Abstract: Posing 3D characters is a fundamental task in computer graphics. However, existing paradigms, ranging from traditional auto-rigging to recent pose-conditioned generative models, frequently struggle with inaccurate… ▽ More

    Submitted 2 September, 2026; v1 submitted 18 December, 2025; originally announced December 2025.

    Comments: Accepted to SIGGRAPH Asia 2026. Project page: https://jasongzy.github.io/Make-It-Poseable/

  18. arXiv:2512.14133  [pdf, ps, other] 

    cs.GR

    AnimaMimic: Imitating 3D Animation from Video Priors

    Authors: Tianyi Xie, Yunuo Chen, Yaowei Guo, Yin Yang, Bolei Zhou, Demetri Terzopoulos, Ying Jiang, Chenfanfu Jiang

    Abstract: Creating realistic 3D animation remains a time-consuming and expertise-dependent process, requiring manual rigging, keyframing, and fine-tuning of complex motions. Meanwhile, video diffusion models have recently demonstrated remarkable motion imagination in 2D, generating dynamic and visually coherent motion from text or image prompts. However, their results… ▽ More

    Submitted 16 December, 2025; originally announced December 2025.

  19. arXiv:2512.01444  [pdf, ps, other] 

    cs.CV

    FastAnimate: Towards Learnable Template Construction and Pose Deformation for Fast 3D Human Avatar Animation

    Authors: Jian Shu, Nanjie Yao, Gangjian Zhang, Junlong Ren, Yu Feng, Hao Wang

    Abstract: …divide this task into two stages: canonical template construction and target pose deformation. However, current template construction methods demand extensive skeletal rigging and often produce artifacts for specific poses. Moreover, target pose deformation suffers from structural distortions caused by Linear Blend… ▽ More

    Submitted 1 December, 2025; originally announced December 2025.

    Comments: 9 pages,4 figures

  20. arXiv:2509.10687  [pdf, ps, other] 

    cs.CV

    Stable Part Diffusion 4D: Multi-View RGB and Kinematic Parts Video Generation

    Authors: Hao Zhang, Chun-Han Yao, Simon Donné, Narendra Ahuja, Varun Jampani

    Abstract: …to promote spatial and temporal alignment of part predictions. We demonstrate that the generated 2D part maps can be lifted to 3D to derive skeletal structures and harmonic skinning weights with few manual adjustments. To train and evaluate SP4D, we construct KinematicParts20K, a curated dataset of over 20K rigged obje… ▽ More

    Submitted 4 November, 2025; v1 submitted 12 September, 2025; originally announced September 2025.

    Comments: Page: https://stablepartdiffusion4d.github.io/

  21. arXiv:2508.10898  [pdf, ps, other] 

    cs.CV cs.GR

    Puppeteer: Rig and Animate Your 3D Models

    Authors: Chaoyue Song, Xiu Li, Fan Yang, Zhongcong Xu, Jiacheng Wei, Fayao Liu, Jiashi Feng, Guosheng Lin, Jianfeng Zhang

    Abstract: …into animated assets constitutes a significant bottleneck in content creation pipelines. While recent advances in generative AI have revolutionized static 3D model creation, rigging and animation continue to depend heavily on expert intervention. We present Puppeteer, a comprehensive framework that addresses both automatic… ▽ More

    Submitted 14 August, 2025; originally announced August 2025.

    Comments: Project page: https://chaoyuesong.github.io/Puppeteer/

  22. arXiv:2506.21076  [pdf, ps, other] 

    cs.CV

    PoseMaster: A Unified 3D Native Framework for Stylized Pose Generation

    Authors: Hongyu Yan, Kunming Luo, Weiyu Li, Kaiyi Zhang, Yixun Liang, Jingwei Huang, Chunchao Guo, Ping Tan

    Abstract: …spatial alignment between the generated 3D meshes and the conditioning skeletons, PoseMaster enables the direct creation of animatable assets when coupled with automated skinning models, highlighting its compelling potential for automated character rigging. ▽ More

    Submitted 30 July, 2026; v1 submitted 26 June, 2025; originally announced June 2025.

    Comments: Accepted by CVPR 2026, Code: https://github.com/hanryyan/PoseMaster

  23. arXiv:2506.20936  [pdf, ps, other] 

    cs.CV

    PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling

    Authors: Hao Zhang, Haolan Xu, Chun Feng, Varun Jampani, Narendra Ahuja

    Abstract: Skinning and… ▽ More

    Submitted 27 June, 2025; v1 submitted 25 June, 2025; originally announced June 2025.

    Comments: Accepted by ICCV 2025 Page: https://physrig.github.io/

  24. arXiv:2506.11430  [pdf, ps, other] 

    cs.CV

    Auto-Connect: Connectivity-Preserving RigFormer with Direct Preference Optimization

    Authors: Jingfeng Guo, Jian Liu, Jinnan Chen, Shiwei Mao, Changrong Hu, Puhua Jiang, Junlin Yu, Jing Xu, Qi Liu, Lixin Xu, Zhuo Chen, Chunchao Guo

    Abstract: We introduce Auto-Connect, a novel approach for automatic rigging that explicitly preserves skeletal connectivity through a connectivity-preserving tokenization scheme. Unlike previous methods that predict bone positions represented as two joints or first predict points before determining connectivity, our method employs special tokens to define endpoints fo… ▽ More

    Submitted 20 October, 2025; v1 submitted 12 June, 2025; originally announced June 2025.

  25. arXiv:2505.06227  [pdf, ps, other] 

    cs.GR cs.CV

    Anymate: A Dataset and Baselines for Learning 3D Object Rigging

    Authors: Yufan Deng, Yuhao Zhang, Chen Geng, Shangzhe Wu, Jiajun Wu

    Abstract: Rigging and… ▽ More

    Submitted 3 July, 2025; v1 submitted 9 May, 2025; originally announced May 2025.

    Comments: SIGGRAPH 2025. Project page: https://anymate3d.github.io/