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[arXiv]
[bibtex]@InProceedings{Sun_2026_CVPR, author = {Sun, Mingze and Zeng, Cheng and Pei, Jiansong and Chen, Junhao and Song, Chaoyue and Wang, Shaohui and Chang, Tianyuan and Huang, Bin and Zeng, Zijiao and Huang, Ruqi}, title = {Animator-Centric Skeleton Generation on Objects with Fine-Grained Details}, booktitle = {Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)}, month = {June}, year = {2026}, pages = {17336-17345} }
Animator-Centric Skeleton Generation on Objects with Fine-Grained Details
Abstract
Skeleton generation is essential for animating 3D assets, but current deep learning methods remain limited: they cannot handle the growing structural complexity of modern models and offer minimal controllability, creating a major bottleneck for real-world animation workflows. To address this, we propose an animator-centric SG framework that achieves high-quality skeleton prediction on complex inputs while providing intuitive control handles. Our contributions are threefold. First, we curate a large-scale dataset of 82,633 rigged meshes with diverse and complicated structures. Second, we introduce a novel semantic-aware tokenization scheme for auto-regressive modeling. This scheme effectively complements purely geometric prior methods by subdividing bones into semantically meaningful groups, thereby enhancing robustness to structural complexity and enabling a key control mechanism. Third, we design a learnable density interval module that allows animators to exert soft, direct control over bone density. Extensive experiments demonstrate that our framework not only generates high-quality skeletons for challenging inputs but also successfully fulfills two critical requirements from professional animators. Our work paves the way for more flexible and efficient animation pipelines.
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