# Predicting Animation Skeletons for 3D Articulated Models via Volumetric Nets

arXiv: https://arxiv.org/abs/1908.08506 · HTML: https://mlsanity.com/paper/1908.08506/

## Key facts

- Cited by 39 papers in the map (data through 7 Oct 2026).
- First posted on arXiv 22 Aug 2019.

## Built on by (most cited first, 30 of 39)

- [TextDeformer: Geometry Manipulation using Text Guidance](https://mlsanity.com/paper/2304.13348/) (2023)
- [MagicArticulate: Make Your 3D Models Articulation-Ready](https://mlsanity.com/paper/2502.12135/) (2025)
- [Puppeteer: Rig and Animate Your 3D Models](https://mlsanity.com/paper/2508.10898/) (2025)
- [Skeleton-free Pose Transfer for Stylized 3D Characters](https://mlsanity.com/paper/2208.00790/) (2022)
- [Neural Jacobian Fields: Learning Intrinsic Mappings of Arbitrary Meshes](https://mlsanity.com/paper/2205.02904/) (2022)
- [Anymate: A Dataset and Baselines for Learning 3D Object Rigging](https://mlsanity.com/paper/2505.06227/) (2025)
- [DRiVE: Diffusion-based Rigging Empowers Generation of Versatile and Expressive Characters](https://mlsanity.com/paper/2411.17423/) (2024)
- [Make-It-Animatable: An Efficient Framework for Authoring Animation-Ready 3D Characters](https://mlsanity.com/paper/2411.18197/) (2024)
- [Morig: Motion-aware rigging of character meshes from point clouds](https://mlsanity.com/paper/2210.09463/) (2022)
- [TapMo: Shape-aware Motion Generation of Skeleton-free Characters](https://mlsanity.com/paper/2310.12678/) (2023)
- [RigGS: Rigging of 3D Gaussians for Modeling Articulated Objects in Videos](https://mlsanity.com/paper/2503.16822/) (2025)
- [Zero-shot Pose Transfer for Unrigged Stylized 3D Characters](https://mlsanity.com/paper/2306.00200/) (2023)
- [GEM3D: GEnerative Medial Abstractions for 3D Shape Synthesis](https://mlsanity.com/paper/2402.16994/) (2024)
- [Coverage Axis++: Efficient Inner Point Selection for 3D Shape Skeletonization](https://mlsanity.com/paper/2401.12946/) (2024)
- [SPEAL: Skeletal Prior Embedded Attention Learning for Cross-Source Point Cloud Registration](https://mlsanity.com/paper/2312.08664/) (2023)
- [Object Wake-up: 3D Object Rigging from a Single Image](https://mlsanity.com/paper/2108.02708/) (2021)
- [Category-Agnostic Neural Object Rigging](https://mlsanity.com/paper/2505.20283/) (2025)
- [PDT: Point Distribution Transformation with Diffusion Models](https://mlsanity.com/paper/2507.18939/) (2025)
- [Auto-Connect: Connectivity-Preserving RigFormer with Direct Preference Optimization](https://mlsanity.com/paper/2506.11430/) (2025)
- [Temporal Residual Jacobians For Rig-free Motion Transfer](https://mlsanity.com/paper/2407.14958/) (2024)
- [PoissonNet: A Local-Global Approach for Learning on Surfaces](https://mlsanity.com/paper/2510.14146/) (2025)
- [Towards High-Quality 3D Motion Transfer with Realistic Apparel Animation](https://mlsanity.com/paper/2407.11266/) (2024)
- [Representation-Agnostic Shape Fields](https://mlsanity.com/paper/2203.10259/) (2022)
- [TutteNet: Injective 3D Deformations by Composition of 2D Mesh Deformations](https://mlsanity.com/paper/2406.12121/) (2024)
- [AniGen: Unified S3 Fields for Animatable 3D Asset Generation](https://mlsanity.com/paper/2604.08746/) (2026)
- [Neural Marionette: Unsupervised Learning of Motion Skeleton and Latent Dynamics from Volumetric Video](https://mlsanity.com/paper/2202.08418/) (2022)
- [Stroke3D: Lifting 2D strokes into rigged 3D model via latent diffusion models](https://mlsanity.com/paper/2602.09713/) (2026)
- [MimiCAT: Mimic with Correspondence-Aware Cascade-Transformer for Category-Free 3D Pose Transfer](https://mlsanity.com/paper/2511.18370/) (2025)
- [SPRig: Self-Supervised Pose-Invariant Rigging from Mesh Sequences](https://mlsanity.com/paper/2602.12740/) (2026)
- [ViP-Rig: Visual-Prompted Controllable Rigging](https://mlsanity.com/paper/2607.27982/) (2026)

## Abstract (arXiv)

We present a learning method for predicting animation skeletons for input 3D models of articulated characters. In contrast to previous approaches that fit pre-defined skeleton templates or predict fixed sets of joints, our method produces an animation skeleton tailored for the structure and geometry of the input 3D model. Our architecture is based on a stack of hourglass modules trained on a large dataset of 3D rigged characters mined from the web. It operates on the volumetric representation of the input 3D shapes augmented with geometric shape features that provide additional cues for joint and bone locations. Our method also enables intuitive user control of the level-of-detail for the output skeleton. Our evaluation demonstrates that our approach predicts animation skeletons that are much more similar to the ones created by humans compared to several alternatives and baselines.
