OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies

Facial rigging—creating FACS-based blendshapes together with inner-mouth geometry (teeth, gums, and tongue)—remains a major bottleneck in 3D character production. Existing pipelines still depend on substantial designer effort: inner-mouth components are commonly placed by hand, and landmark annotation and per-character template adjustments are routine. We present OmniFaceRig , a fully automatic end-to-end pipeline that converts a static surface-only 3D character mesh, with no pre-modeled oral cavity, into an inner-mouth-aware FACS rig with up to 155 blendshapes, procedurally fitted teeth, gums, and tongue, and re-packed UV/texture. OmniFaceRig supports diverse topologies, including humans, humanoids, long-muzzled animals (elongated snouts; e.g., dogs, wolves, foxes), and short-muzzled animals (compact or nearly absent snouts; e.g., cats, bears, rabbits, tigers), with no manual landmarks, no user-provided templates, and no per-asset template setup. OmniFaceRig combines a VLM+CV riggability checker, a four-model face detection and segmentation ensemble (face landmark detection, Sapiens, SAM 3, and fine-tuned Sapiens), dense keypoint-driven template registration, procedural inner-mouth construction, and collision-aware blendshape transfer. To handle non-human characters, it automatically selects from a small library of topology-specific templates with a nose-landmark-free design and uses ARAP+SDF-based inner-mouth fitting to reduce teeth-face intersections. We also introduce Omni-Bench , an open-source benchmark of 1,000 biped 3D characters rigged with FACS facial blendshapes and inner-mouth geometry, spanning realistic and humanoid humans, cats, dogs, and other animals. Experiments show high final rigging success on screened Omni-Bench evaluation inputs, nearly complete face detection recall from the segmentation ensemble, reliable inner-mouth placement with low penetration, and 20–30 s end-to-end latency on a single A100 GPU including data I/O. Together, OmniFaceRig provides an automatic path from static generated characters to animation-ready facial rigs across both human and non-human topologies. Additional results, videos, and resources are available on our Project Page: https://omnifacerig.github.io/.

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Publication Details

Journal
ACM Transactions on Graphics
Published
2026-11-09
DOI
https://doi.org/10.1145/3842582
Citations
1
Primary Topic
Human Motion and Animation
Type
article
Field-Weighted Citation Impact
2.01
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article

OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies

Shiyang Cheng, John Doublestein, Rakesh Ranjan, Xiaomin Luo et al.
1 citations
ACM Transactions on Graphics
Human Motion and Animation
2.01
article

OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies

Shiyang Cheng, John Doublestein, Rakesh Ranjan, Xiaomin Luo, Zhaoen Su, Yiming Lin, Yilei Li, Guangyao Ma, Junming Chen, Chao Wang, Dilin Wang, Yushan Yin, Jie Shen, Doug Roble
article en
1 citations

Abstract

Facial rigging—creating FACS-based blendshapes together with inner-mouth geometry (teeth, gums, and tongue)—remains a major bottleneck in 3D character production. Existing pipelines still depend on substantial designer effort: inner-mouth components are commonly placed by hand, and landmark annotation and per-character template adjustments are routine. We present OmniFaceRig , a fully automatic end-to-end pipeline that converts a static surface-only 3D character mesh, with no pre-modeled oral cavity, into an inner-mouth-aware FACS rig with up to 155 blendshapes, procedurally fitted teeth, gums, and tongue, and re-packed UV/texture. OmniFaceRig supports diverse topologies, including humans, humanoids, long-muzzled animals (elongated snouts; e.g., dogs, wolves, foxes), and short-muzzled animals (compact or nearly absent snouts; e.g., cats, bears, rabbits, tigers), with no manual landmarks, no user-provided templates, and no per-asset template setup. OmniFaceRig combines a VLM+CV riggability checker, a four-model face detection and segmentation ensemble (face landmark detection, Sapiens, SAM 3, and fine-tuned Sapiens), dense keypoint-driven template registration, procedural inner-mouth construction, and collision-aware blendshape transfer. To handle non-human characters, it automatically selects from a small library of topology-specific templates with a nose-landmark-free design and uses ARAP+SDF-based inner-mouth fitting to reduce teeth-face intersections. We also introduce Omni-Bench , an open-source benchmark of 1,000 biped 3D characters rigged with FACS facial blendshapes and inner-mouth geometry, spanning realistic and humanoid humans, cats, dogs, and other animals. Experiments show high final rigging success on screened Omni-Bench evaluation inputs, nearly complete face detection recall from the segmentation ensemble, reliable inner-mouth placement with low penetration, and 20–30 s end-to-end latency on a single A100 GPU including data I/O. Together, OmniFaceRig provides an automatic path from static generated characters to animation-ready facial rigs across both human and non-human topologies. Additional results, videos, and resources are available on our Project Page: https://omnifacerig.github.io/.

ACM Transactions on GraphicsVol. 45(6)
Meta (United States) (US)
Openalex Percentile: Top 16%
Human Motion and Animation
2.01
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