A Comprehensive Pipeline for Large-Scale 3D Humanoid Rigging Dataset Creation

Automated 3D character rigging is vital for accelerating content creation in animation, games, and virtual environments. However, existing auto-rigging methods rely on scarce and inconsistent datasets, which are expensive to build because of the need for manual annotations and often reflect artist-specific rigging styles. These limitations hinder scalability and generalization. To address this issue, we propose a fully automated, text-driven rigging pipeline that eliminates the need for manual input. Our approach first generates a high-quality T-pose character image by using a text-to-image diffusion model. A Zero123-based novel view synthesis is then used to create multiview images of the same character. A 2D pose-estimation network extracts skeletal keypoints from each view, while a multiview image-to-mesh model reconstructs a detailed 3D mesh. Finally, a heat-diffusion-based skinning algorithm is employed to bind the 3D skeleton to the mesh, producing an animation-ready, deformable character. This pipeline enables scalable and consistent rigging across various character types, without relying on handcrafted rigs or artist-specific datasets. Our method offers a data-efficient solution for 3D character rigging, and its effectiveness is demonstrated through experiments involving diverse styles and poses. It provides a promising direction for democratizing rigging in data-constrained scenarios.

Authors

Publication Details

Journal
TECHART Journal of Arts and Imaging Science
Published
2025-09-30
DOI
https://doi.org/10.15323/techart.2025.9.12.3.54
Primary Topic
Image Processing and 3D Reconstruction
Type
article
Field-Weighted Citation Impact
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article

A Comprehensive Pipeline for Large-Scale 3D Humanoid Rigging Dataset Creation

Jane Yoo, H. Andrew Kim
TECHART Journal of Arts and Imaging Science
Image Processing and 3D Reconstruction
article

A Comprehensive Pipeline for Large-Scale 3D Humanoid Rigging Dataset Creation

Jane Yoo, H. Andrew Kim
article en

Abstract

Automated 3D character rigging is vital for accelerating content creation in animation, games, and virtual environments. However, existing auto-rigging methods rely on scarce and inconsistent datasets, which are expensive to build because of the need for manual annotations and often reflect artist-specific rigging styles. These limitations hinder scalability and generalization. To address this issue, we propose a fully automated, text-driven rigging pipeline that eliminates the need for manual input. Our approach first generates a high-quality T-pose character image by using a text-to-image diffusion model. A Zero123-based novel view synthesis is then used to create multiview images of the same character. A 2D pose-estimation network extracts skeletal keypoints from each view, while a multiview image-to-mesh model reconstructs a detailed 3D mesh. Finally, a heat-diffusion-based skinning algorithm is employed to bind the 3D skeleton to the mesh, producing an animation-ready, deformable character. This pipeline enables scalable and consistent rigging across various character types, without relying on handcrafted rigs or artist-specific datasets. Our method offers a data-efficient solution for 3D character rigging, and its effectiveness is demonstrated through experiments involving diverse styles and poses. It provides a promising direction for democratizing rigging in data-constrained scenarios.

TECHART Journal of Arts and Imaging ScienceVol. 12(3)
Openalex Percentile: Top 71%
Image Processing and 3D Reconstruction
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