arXiv:2605.13129cs.GRcs.CV2026-05

让3D模型自动生成可动骨骼,直接支持动画制作。

Rigel3D: Rig-aware Latents for Animation-Ready 3D Asset Generation

论文配图:Rigel3D: Rig-aware Latents for Animation-Ready 3D Asset Generation
图 1 · 摘自论文原文
  • 联合建模几何与骨骼结构,生成带骨骼的可动3D资产。
  • 在多个指标上优于现有方法,生成资产兼具多样性和高质量。
  • 支持任意动作模板重定向,适合游戏与虚拟角色开发。

近期的3D生成模型虽能合成高质量资产,但输出多为静态,缺乏骨骼、关节层级和蒙皮权重,难以用于游戏、电影、仿真及具身AI等需动态表现的场景。本文提出Rigel3D,一种生成带骨骼的动画就绪3D资产的方法。不同于事后自动加骨骼的方式,本方法通过耦合的表面与骨架结构化潜在表示,联合建模几何与骨架结构。一个具备骨骼感知能力的自编码器将潜在表示解码为网格几何、骨架拓扑、关节坐标与蒙皮权重;而两阶段潜在生成模型则用于图像条件下的表面与骨架表示合成。为进一步支持下游动画流程,我们引入开放词汇关节标签模块,将生成关节嵌入共享视觉-语言空间,实现与任意重定向模板的对应。在大规模带骨骼资产数据集上的实验表明,该方法能生成多样化、高质量的动画就绪资产,并在多项指标上超越现有基准。

原文摘要 · Abstract (English)

Recent 3D generative models can synthesize high-quality assets, but their outputs are typically static: they lack the skeletal rigs, joint hierarchies, and skinning weights required for animation. This limits their use in games, film, simulation, virtual agents, and embodied AI, where assets must not only look plausible but also move plausibly. We introduce Rigel3D, a generative method for animation-ready 3D assets represented as rigged meshes. Unlike post-hoc auto-rigging methods that attach rigs to completed shapes, our method jointly models geometry and rig structure through coupled surface and skeleton structured latent representations. A rig-aware autoencoder decodes these representations into mesh geometry, skeleton topology, joint coordinates, and skinning weights, while a two-stage latent generative model synthesizes both surface and skeleton representations for image-conditioned generation. To support downstream animation workflows, we further introduce an open-vocabulary joint labeling module that embeds generated joints into a shared vision-language space, enabling correspondence to arbitrary retargeting templates. Experiments on large-scale rigged asset datasets demonstrate that our method generates diverse, high-quality animation-ready assets and outperforms existing rigging baselines across multiple metrics.

3D生成动画骨骼生成模型

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