ASMR: Adaptive Skeleton‐Mesh Rigging and Skinning via 2D Generative Prior

Abstract Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the skeleton should be adjusted in accordance with the size and proportions of the mesh, ensuring that all joints are accurately positioned within the character mesh. Furthermore, defining skinning weights is complicated by variations in skeletal configurations, such as the number of joints and their hierarchy, as well as differences in mesh configurations, including their connectivity and shapes. While existing approaches have made efforts to automate this process, they hardly address the variations in both skeletal and mesh configurations. In this paper, we present a novel method for the automatic rigging and skinning of character meshes using skeletal motion data, accommodating arbitrary configurations of both meshes and skeletons. The proposed method predicts the optimal skeleton aligned with the size and proportion of the mesh as well as defines skinning weights for various meshskeleton configurations, without requiring explicit supervision tailored to each of them. By incorporating Diffusion 3D Features (Diff3F) as semantic descriptors of character meshes, our method achieves robust generalization across different configurations. To assess the performance ofour method in comparison to existing approaches, we conducted comprehensive evaluations encompassing both quantitative and qualitative analyses, specifically examining the predicted skeletons, skinning weights, and deformation quality.

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Publication Details

Journal
Computer Graphics Forum
Published
2025-04-18
DOI
https://doi.org/10.1111/cgf.70052
Primary Topic
Human Motion and Animation
Type
article
Field-Weighted Citation Impact
0.00

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article

ASMR: Adaptive Skeleton‐Mesh Rigging and Skinning via 2D Generative Prior

Chaelin Kim, Junyong Noh, Soojin Choi, Sihun Cha et al.
Computer Graphics Forum
Human Motion and Animation
article

ASMR: Adaptive Skeleton‐Mesh Rigging and Skinning via 2D Generative Prior

Chaelin Kim, Junyong Noh, Soojin Choi, Sihun Cha, Seokhyeon Hong
article en

Abstract

Abstract Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the skeleton should be adjusted in accordance with the size and proportions of the mesh, ensuring that all joints are accurately positioned within the character mesh. Furthermore, defining skinning weights is complicated by variations in skeletal configurations, such as the number of joints and their hierarchy, as well as differences in mesh configurations, including their connectivity and shapes. While existing approaches have made efforts to automate this process, they hardly address the variations in both skeletal and mesh configurations. In this paper, we present a novel method for the automatic rigging and skinning of character meshes using skeletal motion data, accommodating arbitrary configurations of both meshes and skeletons. The proposed method predicts the optimal skeleton aligned with the size and proportion of the mesh as well as defines skinning weights for various meshskeleton configurations, without requiring explicit supervision tailored to each of them. By incorporating Diffusion 3D Features (Diff3F) as semantic descriptors of character meshes, our method achieves robust generalization across different configurations. To assess the performance ofour method in comparison to existing approaches, we conducted comprehensive evaluations encompassing both quantitative and qualitative analyses, specifically examining the predicted skeletons, skinning weights, and deformation quality.

Computer Graphics ForumVol. 44(2)
Korea Advanced Institute of Science and Technology (KR), Kootenay Association for Science & Technology (CA)
National Research Foundation of Korea, Ministry of Science and ICT, South Korea
Openalex Percentile: Top 87%
Human Motion and Animation
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