# Animator-Centric Skeleton Generation on Objects with Fine-Grained Details

arXiv: https://arxiv.org/abs/2604.20539 · HTML: https://mlsanity.com/paper/2604.20539/

## Key facts

- Cited by 7 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 22 Apr 2026.

## Built on by (most cited first, 7 of 7)

- [One Video, One World: Turning Monocular Video into Physical 4D Scenes](https://mlsanity.com/paper/2606.31388/) (2026)
- [Engine-Native Editable 3D World Reconstruction with Objects and Lighting](https://mlsanity.com/paper/2607.20889/) (2026)
- [PairCoder++: Pair Programming as a Universal Paradigm for Verified Code-Driven Multimodal and Structured-Artifact Generation](https://mlsanity.com/paper/2607.01883/) (2026)
- [Video Models as Native 4D Renderers: World-Grounded Conditioning from Animated Mesh](https://mlsanity.com/paper/2608.00094/) (2026)
- [ViP-Rig: Visual-Prompted Controllable Rigging](https://mlsanity.com/paper/2607.27982/) (2026)
- [Rigel3D: Rig-aware Latents for Animation-Ready 3D Asset Generation](https://mlsanity.com/paper/2605.13129/) (2026)
- [Branch-Centric Tokenization and Test-Time Augmentation for Skeleton Generation](https://mlsanity.com/paper/2609.06218/) (2026)

## 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.
