无需绑定骨骼,直接在隐空间操作,让任意3D角色自由换姿。
Make-It-Poseable: Feed-forward Latent Posing Model for 3D Characters
- 用隐空间变换替代传统绑定,避免网格拓扑限制。
- 对齐姿态时误差降低42%,支持复杂结构与新形态零样本泛化。
- 适合修复破损模型、替换部件或做动画创作的创作者使用。
为3D角色赋姿是计算机图形学的基础任务。现有方法从传统自动绑定到近期的条件生成模型,常面临皮肤权重不准、网格拓扑固定和姿态不符等问题,尤其在大量存在结构缺陷与几何融合的AI生成3D资产中表现更差。为此,我们提出Make-It-Poseable,一种前馈式框架,将角色赋姿重构为无皮肤绑定的隐空间变换问题。通过解耦形状变形与固定网格连接性,该方法直接作用于紧凑隐表示,重建目标姿态下的角色。框架集成隐空间姿态变换器、细粒度姿态表示以及基于二部匹配隐损失优化的自适应补全模块,有效应对拓扑变化。大量实验表明,本方法在姿态质量上显著优于现有基线。此外,其无需骨架的设计展现出对多种形态(包括四足动物)的卓越零样本泛化能力,并可无缝支持部件替换、模型精修等3D创作应用。
原文摘要 · Abstract (English)
Posing 3D characters is a fundamental task in computer graphics. However, existing paradigms, ranging from traditional auto-rigging to recent pose-conditioned generative models, frequently struggle with inaccurate skinning weights, fixed mesh topologies, and poor pose conformance. These challenges have become particularly pronounced with the recent explosion of AI-generated 3D assets, which often exhibit flawed structures and fused geometry. To address these issues, we introduce Make-It-Poseable, a novel feed-forward framework that reformulates character posing as a skinning-free latent-space transformation problem. By decoupling shape deformation from the constraints of fixed mesh connectivity, our method directly operates on compact latent representations to reconstruct characters in target poses. To achieve this, our framework integrates a latent posing transformer for shape manipulation, a dense pose representation for fine-grained control, and an adaptive completion module optimized via a bipartite-matched latent loss to robustly handle topological changes. Extensive experiments demonstrate that our method significantly outperforms existing baselines in posing quality. Furthermore, our skeleton-agnostic design exhibits remarkable zero-shot generalization to diverse morphologies including quadrupeds and seamlessly supports various 3D authoring applications such as part replacement and refinement.
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