Animator-Centric Skeleton Generation on Objects with Fine-Grained Details
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Abstract (arXiv)
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 for real-world animation workflows. To address this, we propose an animator-centric SG framework that achieves high-quality skeleton prediction on complex inputs while providing intuitive control handles. Our contributions are threefold. First, we curate a large-scale dataset of 82,633 rigged meshes with diverse and complicated structures. Second, we introduce a novel semantic-aware tokenization scheme for auto-regressive modeling. This scheme effectively complements purely geometric prior methods by subdividing bones into semantically meaningful groups, thereby enhancing robustness to structural complexity and enabling a key control mechanism. Third, we design a learnable density interval module that allows animators to exert soft, direct control over bone density. Extensive experiments demonstrate that our framework not only generates high-quality skeletons for challenging inputs but also successfully fulfills two critical requirements from professional animators.
Key facts. Cited by 7 papers in the map (data through 7 Oct 2026). First posted on arXiv 22 Apr 2026.
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Citing papers per year: 2026: 7.
7 papers.
- 2026Engine-Native Editable 3D World Reconstruction with Objects and Lightingcited by 3
- 2026One Video, One World: Turning Monocular Video into Physical 4D Scenescited by 2
- 2026PairCoder++: Pair Programming as a Universal Paradigm for Verified Code-Driven Multimodal and Structured-Artifact Generationcited by 2
- 2026Video Models as Native 4D Renderers: World-Grounded Conditioning from Animated Meshcited by 2
- 2026ViP-Rig: Visual-Prompted Controllable Riggingcited by 1
- 2026Rigel3D: Rig-aware Latents for Animation-Ready 3D Asset Generationcited by 0
- 2026Branch-Centric Tokenization and Test-Time Augmentation for Skeleton Generationcited by 0
- 2026Branch-Centric Tokenization and Test-Time Augmentation for Skeleton Generation5 Sep 2026
- 2026Video Models as Native 4D Renderers: World-Grounded Conditioning from Animated Mesh30 Jul 2026
- 2026ViP-Rig: Visual-Prompted Controllable Rigging30 Jul 2026
- 2026Engine-Native Editable 3D World Reconstruction with Objects and Lighting23 Jul 2026
- 2026PairCoder++: Pair Programming as a Universal Paradigm for Verified Code-Driven Multimodal and Structured-Artifact Generation2 Jul 2026
- 2026One Video, One World: Turning Monocular Video into Physical 4D Scenes30 Jun 2026
- 2026Rigel3D: Rig-aware Latents for Animation-Ready 3D Asset Generation13 May 2026