# Skin Tokens: A Learned Compact Representation for Unified Autoregressive Rigging

arXiv: https://arxiv.org/abs/2602.04805 · HTML: https://mlsanity.com/paper/2602.04805/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Builds on 27 of its 56 references that are in the map.
- First posted on arXiv 4 Feb 2026.

## Builds on (most cited first, 27 of 27)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [DeepSeekMath: Pushing the Limits of Mathematical Reasoning in Open Language Models](https://mlsanity.com/paper/2402.03300/) (2024)
- [Neural Discrete Representation Learning](https://mlsanity.com/paper/1711.00937/) (2017)
- [RoFormer: Enhanced Transformer with Rotary Position Embedding](https://mlsanity.com/paper/2104.09864/) (2021)
- [V-Net: Fully Convolutional Neural Networks for Volumetric Medical Image Segmentation](https://mlsanity.com/paper/1606.04797/) (2016)
- [Estimating or Propagating Gradients Through Stochastic Neurons for Conditional Computation](https://mlsanity.com/paper/1308.3432/) (2013)
- [Objaverse-XL: A Universe of 10M+ 3D Objects](https://mlsanity.com/paper/2307.05663/) (2023)
- [Structured 3D Latents for Scalable and Versatile 3D Generation](https://mlsanity.com/paper/2412.01506/) (2024)
- [Autoregressive Image Generation without Vector Quantization](https://mlsanity.com/paper/2406.11838/) (2024)
- [3DShape2VecSet: A 3D Shape Representation for Neural Fields and Generative Diffusion Models](https://mlsanity.com/paper/2301.11445/) (2023)
- [CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets](https://mlsanity.com/paper/2406.13897/) (2024)
- [Finite Scalar Quantization: VQ-VAE Made Simple](https://mlsanity.com/paper/2309.15505/) (2023)
- [Learning Skeletal Articulations with Neural Blend Shapes](https://mlsanity.com/paper/2105.02451/) (2021)
- [RigAnything: Template-Free Autoregressive Rigging for Diverse 3D Assets](https://mlsanity.com/paper/2502.09615/) (2025)
- [One Model to Rig Them All: Diverse Skeleton Rigging with UniRig](https://mlsanity.com/paper/2504.12451/) (2025)
- [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)
- [Anymate: A Dataset and Baselines for Learning 3D Object Rigging](https://mlsanity.com/paper/2505.06227/) (2025)
- [Bee: A High-Quality Corpus and Full-Stack Suite to Unlock Advanced Fully Open MLLMs](https://mlsanity.com/paper/2510.13795/) (2025)
- [DRiVE: Diffusion-based Rigging Empowers Generation of Versatile and Expressive Characters](https://mlsanity.com/paper/2411.17423/) (2024)
- [Morig: Motion-aware rigging of character meshes from point clouds](https://mlsanity.com/paper/2210.09463/) (2022)
- [Cube: A Roblox View of 3D Intelligence](https://mlsanity.com/paper/2503.15475/) (2025)
- [A Survey On Text-to-3D Contents Generation In The Wild](https://mlsanity.com/paper/2405.09431/) (2024)
- [TransFusion: Generating Long, High Fidelity Time Series using Diffusion Models with Transformers](https://mlsanity.com/paper/2307.12667/) (2023)
- [HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset](https://mlsanity.com/paper/2412.02317/) (2024)
- [SkinCells: Sparse Skinning using Voronoi Cells](https://mlsanity.com/paper/2506.14714/) (2025)

## Built on by (most cited first, 5 of 5)

- [SPRig: Self-Supervised Pose-Invariant Rigging from Mesh Sequences](https://mlsanity.com/paper/2602.12740/) (2026)
- [Sketch2Motion: Text-driven 2D Sketch to 3D Animation via Diffusion-guided Skeleton Optimization](https://mlsanity.com/paper/2605.28394/) (2026)
- [PlantRig - From Bones to Branches: Adaptation of Autoregressive Rigging Models for Plant Skeletal Reconstruction](https://mlsanity.com/paper/2608.01072/) (2026)
- [G-Skin: Learning to Bind 3D Gaussians with Generative Visual Priors](https://mlsanity.com/paper/2608.01726/) (2026)
- [Branch-Centric Tokenization and Test-Time Augmentation for Skeleton Generation](https://mlsanity.com/paper/2609.06218/) (2026)

## Abstract (arXiv)

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, high-dimensional regression task that is inefficient to optimize and is typically decoupled from skeleton generation. We posit this is a representation problem and introduce SkinTokens: a learned, compact, and discrete representation for skinning weights. By leveraging an FSQ-CVAE to capture the intrinsic sparsity of skinning, we reframe the task from continuous regression to a more tractable token sequence prediction problem. This representation enables TokenRig, a unified autoregressive framework that models the entire rig as a single sequence of skeletal parameters and SkinTokens, learning the complicated dependencies between skeletons and skin deformations. The unified model is then amenable to a reinforcement learning stage, where tailored geometric and semantic rewards improve generalization to complex, out-of-distribution assets. Quantitatively, the SkinTokens representation leads to a 98%-133% percents improvement in skinning accuracy over state-of-the-art methods, while the full TokenRig framework, refined with RL, enhances bone prediction by 17%-22%. Our work presents a unified, generative approach to rigging that yields higher fidelity and robustness, offering a scalable solution to a long-standing challenge in 3D content creation.
