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One Model to Rig Them All: Diverse Skeleton Rigging with UniRig

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arxiv 2504.12451 v1 pith:T6OUHSV2 submitted 2025-04-16 cs.GR

classification cs.GR
keywords unirigriggingskeletonmethodsmodelsaccuracycategoriescomplex
verification ladder T0 review T1 audit T2 compute T3 formal
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The rapid evolution of 3D content creation, encompassing both AI-powered methods and traditional workflows, is driving an unprecedented demand for automated rigging solutions that can keep pace with the increasing complexity and diversity of 3D models. We introduce UniRig, a novel, unified framework for automatic skeletal rigging that leverages the power of large autoregressive models and a bone-point cross-attention mechanism to generate both high-quality skeletons and skinning weights. Unlike previous methods that struggle with complex or non-standard topologies, UniRig accurately predicts topologically valid skeleton structures thanks to a new Skeleton Tree Tokenization method that efficiently encodes hierarchical relationships within the skeleton. To train and evaluate UniRig, we present Rig-XL, a new large-scale dataset of over 14,000 rigged 3D models spanning a wide range of categories. UniRig significantly outperforms state-of-the-art academic and commercial methods, achieving a 215% improvement in rigging accuracy and a 194% improvement in motion accuracy on challenging datasets. Our method works seamlessly across diverse object categories, from detailed anime characters to complex organic and inorganic structures, demonstrating its versatility and robustness. By automating the tedious and time-consuming rigging process, UniRig has the potential to speed up animation pipelines with unprecedented ease and efficiency. Project Page: https://zjp-shadow.github.io/works/UniRig/

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. MorphGS: Morphology-Adaptive Articulated 3D Motion Transfer from Videos

    cs.CV 2026-01 conditional novelty 6.0 of 10

    MorphGS retargets motion from a monocular video onto a rigged 3D character by optimizing target morphology and pose with image-space losses, without 3D source reconstruction or parametric templates.

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