<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Enrique Velasco — Papers archive</title><description>Newest research and talks on character rigging, deformation, CFX, facial capture, retargeting and motion synthesis.</description><link>https://enriquevelasco.com/</link><item><title>Automatic Wrapping of Facial Expression Scans with WrapAI</title><link>https://gdcvault.com/play/1035647/Automatic-Wrapping-of-Facial-Expression</link><guid isPermaLink="true">https://gdcvault.com/play/1035647/Automatic-Wrapping-of-Facial-Expression</guid><description>Presents a fully automated pipeline for wrapping and cleaning up dozens of FACS expression scans using WrapAI to build silver-level likeness rigs in minutes.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>facial</category><category>skinning</category></item><item><title>Avatar: Fire and Ash: Taking Pandora to the Next Level</title><link>https://fmx.de/en/program/program-2026/detail/event/35052</link><guid isPermaLink="true">https://fmx.de/en/program/program-2026/detail/event/35052</guid><description>Covers updates to Weta&apos;s muscle-driven APFS facial system and Bodyopt full-body skin-deformation network for performance-captured Avatar characters.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>facial</category><category>muscles</category><category>retargeting</category></item><item><title>CANRIG: Cross-Attention Neural Face Rigging with Variable Local Control</title><link>https://studios.disneyresearch.com/2026/04/04/canrig-cross-attention-neural-face-rigging-with-variable-local-control/</link><guid isPermaLink="true">https://studios.disneyresearch.com/2026/04/04/canrig-cross-attention-neural-face-rigging-with-variable-local-control/</guid><description>Cross-attention neural network for face rigging enabling variable local control over expression and pose for production face pipelines.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>facial</category><category>rigging</category><category>ml-deformation</category></item><item><title>Freedom Through Structure: Character Pipelines at Embark (Presented by Houdini)</title><link>https://gdcvault.com/play/1035652/Freedom-Through-Structure-Character-Pipelines</link><guid isPermaLink="true">https://gdcvault.com/play/1035652/Freedom-Through-Structure-Character-Pipelines</guid><description>Embark Studios outlines their Houdini and USD-based procedural character pipeline shared across Arc Raiders and The Finals, balancing manual and automated rigging workflows.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>rigging</category><category>skinning</category></item><item><title>High-Fidelity on PC and Mobile: The &apos;Delta Force&apos; Character Production Pipeline (Presented by Tencent Games)</title><link>https://schedule.gdconf.com/session/high-fidelity-on-pc-and-mobile-the-delta-force-character-production-pipeline-presented-by-tencent-games/917920</link><guid isPermaLink="true">https://schedule.gdconf.com/session/high-fidelity-on-pc-and-mobile-the-delta-force-character-production-pipeline-presented-by-tencent-games/917920</guid><description>Details Team Jade&apos;s cross-platform character art pipeline for Delta Force, covering asset workflows that deliver AAA fidelity on both PC and mobile targets.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>skinning</category><category>rigging</category></item><item><title>Hoppers: Stylization as a System</title><link>https://fmx.de/en/program/program-2026/detail/event/35821</link><guid isPermaLink="true">https://fmx.de/en/program/program-2026/detail/event/35821</guid><description>Examines how Pixar&apos;s Hoppers unified modeling, animation, simulation, and lighting to achieve felted cloth characters with physical realism and stylized appeal.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>cfx</category><category>skinning</category></item><item><title>Le mal aime: Artistic Choices and Cross-Department Collaboration</title><link>https://fmx.de/en/program/program-2026/detail/event/35017</link><guid isPermaLink="true">https://fmx.de/en/program/program-2026/detail/event/35017</guid><description>Animation director at Illogic Studios demonstrates feature-quality rigging and cross-department animation workflow for a commercial wolf character at production scale.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>rigging</category><category>skinning</category></item><item><title>Learning to Move: Physics-Based Enemy Locomotion in &apos;ARC Raiders&apos;</title><link>https://schedule.gdconf.com/search/Physics-Based%20Enemy%20Locomotion%20ARC%20Raiders</link><guid isPermaLink="true">https://schedule.gdconf.com/search/Physics-Based%20Enemy%20Locomotion%20ARC%20Raiders</guid><description>Describes a reinforcement-learning locomotion controller that trains robot enemies to self-discover terrain-adaptive walking and combat movement in physics simulation.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>motion-synthesis</category></item><item><title>Lightspeed Mocap LA: Creating a State-of-the-Art MoCap Studio from Scratch</title><link>https://schedule.gdconf.com/search/Lightspeed%20Mocap%20LA</link><guid isPermaLink="true">https://schedule.gdconf.com/search/Lightspeed%20Mocap%20LA</guid><description>Covers building a Vicon Valkyrie-based performance capture facility with custom file-management APIs to support complex multi-actor stunt and dialogue capture pipelines.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>retargeting</category><category>facial</category></item><item><title>MotionBricks: Scalable Real-Time Motions with Modular Latent Generative Model and Smart Primitives</title><link>https://nvlabs.github.io/motionbricks</link><guid isPermaLink="true">https://nvlabs.github.io/motionbricks</guid><description>MotionBricks is a real-time generative motion framework: a modular latent backbone models over 350,000 clips in one network and a smart-primitive interface authors navigation and object interaction plug-and-play, reaching 15,000 FPS at 2ms latency and deployed zero-shot to a Unitree G1 humanoid.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>motion-synthesis</category><category>retargeting</category></item><item><title>SOMA: Unifying Parametric Human Body Models</title><link>https://arxiv.org/abs/2603.16858</link><guid isPermaLink="true">https://arxiv.org/abs/2603.16858</guid><description>SOMA introduces a canonical body topology and universal rig, reducing cross-model adapter complexity from O(M^2) to O(M) via inverse-LBS pose solving and FK optimization.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>retargeting</category><category>skinning</category><category>rigging</category></item><item><title>Stranger Things: Season 5</title><link>https://fmx.de/en/program/program-2026/detail/event/35141</link><guid isPermaLink="true">https://fmx.de/en/program/program-2026/detail/event/35141</guid><description>Lead Creatures TD Jono Dysart details creature development pipelines for Vecna and the Mind Flayer across 1,185 VFX shots, including skin, muscle, and cloth systems.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>muscles</category><category>cfx</category><category>skinning</category></item><item><title>The Hidden Ones: Real-Time AI Generation of Kung Fu Motions (Presented by Tencent Games AI)</title><link>https://schedule.gdconf.com/session/the-hidden-ones-real-time-ai-generation-of-kung-fu-motions-presented-by-tencent-games-ai/917893</link><guid isPermaLink="true">https://schedule.gdconf.com/session/the-hidden-ones-real-time-ai-generation-of-kung-fu-motions-presented-by-tencent-games-ai/917893</guid><description>Introduces a markerless mocap capture pipeline paired with a dedicated generation model for real-time fluid Kung Fu transition synthesis in a fighting game.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>motion-synthesis</category><category>retargeting</category></item><item><title>Unleash Artistic Creativity: How Tencent&apos;s AIGC Tools Equip Creators</title><link>https://schedule.gdconf.com/search/VISVISE%20Tencent</link><guid isPermaLink="true">https://schedule.gdconf.com/search/VISVISE%20Tencent</guid><description>Presents VISVISE&apos;s full-stack pipeline covering 3D structural sketch generation, auto-retopology, auto-rigging, high-precision auto-skinning, and motion in-betweening.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>rigging</category><category>skinning</category><category>motion-synthesis</category></item><item><title>AI in Maya: Autodesk CEO and Animation Product Manager Demo MotionMaker, FaceAnimator and More</title><link>https://www.youtube.com/watch?v=7iKVMyTHpZ4</link><guid isPermaLink="true">https://www.youtube.com/watch?v=7iKVMyTHpZ4</guid><description>Autodesk University 2025 live demo by CEO Andrew Anagnost and Product Manager Lance Thornton showing Maya&apos;s MotionMaker locomotion synthesis, FaceAnimator, and additional AI-driven character animation tools.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>motion-synthesis</category><category>facial</category></item><item><title>ASMR: Adaptive Skeleton-Mesh Rigging and Skinning via 2D Generative Prior</title><link>https://doi.org/10.1111/cgf.70052</link><guid isPermaLink="true">https://doi.org/10.1111/cgf.70052</guid><description>2D generative prior guides joint placement and skinning weight prediction for diverse skeleton and mesh configurations.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category><category>skinning</category></item><item><title>ATLAS: Decoupling Skeletal and Shape Parameters for Expressive Parametric Human Modeling</title><link>https://arxiv.org/abs/2508.15767</link><guid isPermaLink="true">https://arxiv.org/abs/2508.15767</guid><description>Parametric body model trained on 600k scans that grounds the mesh in an explicit skeletal basis, decoupling bone length and shape from soft-tissue deformation for independent anatomical control.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>muscles</category><category>ml-deformation</category></item><item><title>Avatar: The Last Airbender | Framestore | Houdini Connect</title><link>https://www.youtube.com/watch?v=C1GsYOG5914</link><guid isPermaLink="true">https://www.youtube.com/watch?v=C1GsYOG5914</guid><description>Framestore Houdini Connect breakdown of crafting Appa&apos;s realistic fur groom and Momo&apos;s creature design for Netflix&apos;s live-action Avatar, plus storm and water FX.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>cfx</category></item><item><title>Bifrost Rigging in Maya - Part 1: Introduction and Framework</title><link>https://www.youtube.com/watch?v=kvaHoIbVCeg</link><guid isPermaLink="true">https://www.youtube.com/watch?v=kvaHoIbVCeg</guid><description>Maya Learning Channel tutorial by rigging expert Matthew Tucker introducing the Bifrost Modular Rigging Framework, covering modules, pins, and transforms for building procedural node-based animation rigs.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category></item><item><title>Bifrost Rigging in Maya - Part 2: The Module Interface</title><link>https://www.youtube.com/watch?v=ihm6rXotZPo</link><guid isPermaLink="true">https://www.youtube.com/watch?v=ihm6rXotZPo</guid><description>Covers the Bifrost rigging module interface in Maya, explaining input and output types, parent-child relationships, and how modules interact with Maya scenes for reusable rig components.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category></item><item><title>Bifrost Rigging in Maya - Part 3: Creating a Custom Module</title><link>https://www.youtube.com/watch?v=GEE3v0o9jQg</link><guid isPermaLink="true">https://www.youtube.com/watch?v=GEE3v0o9jQg</guid><description>Walks through building and publishing a custom spline rig module inside the Bifrost Modular Rigging Framework, demonstrating how to author reusable procedural rig components for character pipelines.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category></item><item><title>BioPose: Biomechanically-accurate 3D Pose Estimation from Monocular Videos</title><link>https://arxiv.org/abs/2501.07800</link><guid isPermaLink="true">https://arxiv.org/abs/2501.07800</guid><description>Three-stage pipeline combining multi-query mesh recovery, neural inverse kinematics, and 2D-informed refinement to produce biomechanically plausible human poses from monocular video.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>retargeting</category><category>muscles</category></item><item><title>BlendSim: Simulation on Parametric Blendshapes using Spacetime Projective Dynamics</title><link>https://doi.org/10.1111/cgf.70068</link><guid isPermaLink="true">https://doi.org/10.1111/cgf.70068</guid><description>BlendSim shifts physics-based animation from discrete frame-by-frame solves to continuous interpolation trajectories built on blendshapes, representing each vertex path with continuous parametric Bezi</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>facial</category><category>cfx</category></item><item><title>CFX: Muscle and Soft Tissue with Otis | Houdini 21 | Kai Stavginski | SIGGRAPH HIVE 2025</title><link>https://youtube.com/watch?v=UdtM9yD5pLI</link><guid isPermaLink="true">https://youtube.com/watch?v=UdtM9yD5pLI</guid><description>Introduces the Otis GPU-accelerated dynamics solver in Houdini 21, delivering FEM-quality muscle, fascia, and fat simulation at interactive speeds for character FX pipelines.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>muscles</category><category>cfx</category><category>skinning</category></item><item><title>Chaos Cloth Demystified: A Practical Guide for Artists | Unreal Fest Orlando 2025</title><link>https://youtube.com/watch?v=IzmJnTnphBc</link><guid isPermaLink="true">https://youtube.com/watch?v=IzmJnTnphBc</guid><description>Artist-focused guide to Chaos Cloth simulation in Unreal Engine, building a production-ready pipeline for both real-time and cinematic cloth sequences.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>cfx</category><category>skinning</category></item><item><title>Chaos Cloth for AAA Games | Unreal Fest Orlando 2025</title><link>https://youtube.com/watch?v=1ty5-RlBlVQ</link><guid isPermaLink="true">https://youtube.com/watch?v=1ty5-RlBlVQ</guid><description>Technical presentation on integrating Chaos Cloth into AAA game production pipelines, covering simulation fidelity, performance budgets, and artist-facing tooling.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>cfx</category><category>skinning</category></item><item><title>Choreography of Hair and Cloth in Disney&apos;s Moana 2</title><link>https://doi.org/10.1145/3721239.3734105</link><guid isPermaLink="true">https://doi.org/10.1145/3721239.3734105</guid><description>Multi-tiered strategy for choreographing Moana 2 hair and cloth motion using performance categorization, visual planning, and iterative refinement.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>cfx</category></item><item><title>Combining the Benefits of Nodes and Layers in a USD World</title><link>https://doi.org/10.1145/3744199.3744628</link><guid isPermaLink="true">https://doi.org/10.1145/3744199.3744628</guid><description>Foundry introduces the UsdSuperLayer node in Katana, providing a procedural on-demand approach that prevents full stage recomposition when editing large character and shading graphs.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category></item><item><title>Directing Cloth Draping through Blended UVs</title><link>https://doi.org/10.1145/3721239.3734074</link><guid isPermaLink="true">https://doi.org/10.1145/3721239.3734074</guid><description>Blends 3D target shapes into 2D fabric panels via custom UVs to retarget cloth simulations toward artist-directed draping looks, used in Inside Out 2 and Elio.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>cfx</category></item><item><title>Dressed to Quest: Achieving Dynamic, Efficient Characters in &apos;Kingdom Come: Deliverance II&apos;</title><link>https://www.gdcvault.com/play/1035519/Dressed-to-Quest-Achieving-Dynamic</link><guid isPermaLink="true">https://www.gdcvault.com/play/1035519/Dressed-to-Quest-Achieving-Dynamic</guid><description>Warhorse Studios presents character systems for KCD2 reducing memory, CPU, and draw calls via material atlasing, ID mapping, UV decals, and layered armor with blood, grime, and damage states.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>cfx</category><category>skinning</category></item><item><title>Embracing Motion Matching: Using a Little to Get a Lot | Unreal Fest Bali 2025</title><link>https://youtube.com/watch?v=FLDXtAV7qsw</link><guid isPermaLink="true">https://youtube.com/watch?v=FLDXtAV7qsw</guid><description>Practical advice on incrementally adopting Motion Matching in existing animation state-machine projects, demonstrating responsive pose selection with minimal data overhead.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>motion-synthesis</category><category>retargeting</category></item><item><title>Exploring Facial Rigging Techniques in KineFX/APEX | Houdini 21 | Carlos Valcarcel | SIGGRAPH HIVE 2025</title><link>https://youtube.com/watch?v=tZkQHiZ25kg</link><guid isPermaLink="true">https://youtube.com/watch?v=tZkQHiZ25kg</guid><description>Project Outback phase two: contrasts realistic versus stylized facial rig construction in KineFX, demonstrating multiple facial rigging techniques and their APEX implementation.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>facial</category><category>rigging</category></item><item><title>Generate animation with AI using Motion Maker in Maya 2026.1</title><link>https://www.youtube.com/watch?v=0IP8FXbPmeE</link><guid isPermaLink="true">https://www.youtube.com/watch?v=0IP8FXbPmeE</guid><description>Quick-start guide showing how to use MotionMaker in Maya 2026.1 to transform simple motion paths into smooth, lifelike character locomotion cycles for bipeds and quadrupeds.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>motion-synthesis</category></item><item><title>Human Mesh Modeling for Anny Body</title><link>https://arxiv.org/abs/2511.03589</link><guid isPermaLink="true">https://arxiv.org/abs/2511.03589</guid><description>Anny is a scan-free open-source parametric body model using anthropometric phenotype parameters: gender, age, height, weight, calibrated from WHO population statistics.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category><category>skinning</category><category>retargeting</category></item><item><title>HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset</title><link>https://arxiv.org/abs/2412.02317</link><guid isPermaLink="true">https://arxiv.org/abs/2412.02317</guid><description>Introduces the first large-scale humanoid rigging dataset of 11,434 T-posed meshes and a transformer-based framework fusing skeleton priors with 3D mesh features for automatic rigging.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category><category>ml-deformation</category></item><item><title>Interactive Facial Animation: Enhancing Facial Rigs With Real-Time Shell And Contact Simulation</title><link>https://doi.org/10.1145/3747860</link><guid isPermaLink="true">https://doi.org/10.1145/3747860</guid><description>Layers real-time thin-shell simulation and contact onto an existing facial rig, with no anatomical priors or extra artist work, adding plausible skin dynamics and self-contact that run interactively on consumer hardware.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>facial</category><category>cfx</category></item><item><title>KineFX: Creature FX | Gabriela Salmeron - Framestore | KineFEST 2025</title><link>https://www.youtube.com/watch?v=hi99rpGzbrg</link><guid isPermaLink="true">https://www.youtube.com/watch?v=hi99rpGzbrg</guid><description>Framestore Head of Groom and Creature FX presents a full creature FX pipeline from muscle simulation through tissue and skin to fur coat dynamics in KineFX.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>cfx</category></item><item><title>Meet MotionMaker: New AI Animation Tool In Maya</title><link>https://www.youtube.com/watch?v=2eUUVcMD1hg</link><guid isPermaLink="true">https://www.youtube.com/watch?v=2eUUVcMD1hg</guid><description>Introduces MotionMaker, Maya 2026.1&apos;s AI-driven locomotion synthesis tool that generates biped and quadruped motion from a few keyframes or a guide path, trained on dedicated mocap datasets.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>motion-synthesis</category><category>retargeting</category></item><item><title>Metaball Madness: The Rigging of an Implicit Surface Character</title><link>https://doi.org/10.1145/3721239.3734079</link><guid isPermaLink="true">https://doi.org/10.1145/3721239.3734079</guid><description>Mesh-free character rig for Elio&apos;s implicit-surface liquid supercomputer, giving animators full fidelity control over a rigged shader while preserving renderability.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category></item><item><title>MHR: Momentum Human Rig</title><link>https://arxiv.org/abs/2511.15586</link><guid isPermaLink="true">https://arxiv.org/abs/2511.15586</guid><description>Meta&apos;s MHR combines a decoupled skeleton/shape paradigm with a modern rig and pose-corrective system, culminating 9 years of anatomically inspired body model work.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category><category>skinning</category><category>retargeting</category></item><item><title>Neural Facial Deformation Transfer</title><link>https://doi.org/10.2312/egs.20251036</link><guid isPermaLink="true">https://doi.org/10.2312/egs.20251036</guid><description>Neural method for transferring facial deformations across characters, generalizing expression retargeting to unseen identities and rig topologies.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>facial</category><category>retargeting</category><category>ml-deformation</category></item><item><title>One Model to Rig Them All: Diverse Skeleton Rigging with UniRig</title><link>https://doi.org/10.1145/3730930</link><guid isPermaLink="true">https://doi.org/10.1145/3730930</guid><description>Large autoregressive transformer generates skeletons and skinning weights for diverse 3D asset categories in a single unified framework.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category><category>skinning</category><category>ml-deformation</category></item><item><title>Project Outback: KineFX/APEX Rigging Workflows | Carlos Valcarcel | KineFEST 2025</title><link>https://youtube.com/watch?v=Jq_NLwdm_8U</link><guid isPermaLink="true">https://youtube.com/watch?v=Jq_NLwdm_8U</guid><description>Explores the rigging framework built for Project Outback inside KineFX and APEX, covering customized rig workflows and future animation techniques under investigation.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category><category>skinning</category></item><item><title>Pseudo-Collisions: A Method for Preventing Fur-Skin Intersections Without Physical Simulation</title><link>https://doi.org/10.1145/3744199.3744625</link><guid isPermaLink="true">https://doi.org/10.1145/3744199.3744625</guid><description>Lightweight pseudo-collision method preventing fur-skin intersection without full simulation, enabling scalable creature grooming at production scale.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>cfx</category></item><item><title>Real-Time Workflows with MetaHuman Animator | Unreal Fest Orlando 2025</title><link>https://youtube.com/watch?v=uiXa-T8q5-s</link><guid isPermaLink="true">https://youtube.com/watch?v=uiXa-T8q5-s</guid><description>Under-the-hood look at MetaHuman Animator&apos;s latest real-time facial capture capabilities and the updated Live Link pipeline for on-set performance transfer.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>facial</category><category>retargeting</category></item><item><title>Reconstructing Humans with a Biomechanically Accurate Skeleton</title><link>https://isshikihugh.github.io/HSMR/</link><guid isPermaLink="true">https://isshikihugh.github.io/HSMR/</guid><description>HSMR: first end-to-end image-to-SKEL regressor, jointly recovering the biomechanically accurate skeleton and body mesh from a single photograph.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>skinning</category><category>muscles</category><category>retargeting</category></item><item><title>Rest Shape Optimization for Sag-Free Discrete Elastic Rods</title><link>https://arxiv.org/abs/2409.12362</link><guid isPermaLink="true">https://arxiv.org/abs/2409.12362</guid><description>This paper introduces a rest shape optimization framework that produces sag-free simulations of discrete elastic rods under gravity.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>cfx</category></item><item><title>RigAnyFace: Scaling Neural Facial Mesh Auto-Rigging with Unlabeled Data</title><link>https://arxiv.org/abs/2511.18601</link><guid isPermaLink="true">https://arxiv.org/abs/2511.18601</guid><description>A triangulation-agnostic surface network deforms neutral facial meshes into industry-standard FACS poses, using 2D supervision on unlabeled meshes to scale beyond scarce professional-rigged data.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>facial</category><category>rigging</category></item><item><title>Rubber Hose Revival: The DreamWorks Curvy-Limb Rig</title><link>https://doi.org/10.1145/3744199.3744627</link><guid isPermaLink="true">https://doi.org/10.1145/3744199.3744627</guid><description>DreamWorks rig system for stylized rubber-hose limb animation, enabling exaggerated cartoon deformation on production characters.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category></item><item><title>Rumba Rig: A Procedural Rigging Framework with Direct Graph-Based Control</title><link>https://doi.org/10.1145/3744199.3744626</link><guid isPermaLink="true">https://doi.org/10.1145/3744199.3744626</guid><description>Procedural rigging framework using a direct graph-based control model enabling flexible, maintainable character rig construction.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>rigging</category></item><item><title>Stabilizing Impossible Collisions with Loki</title><link>https://doi.org/10.1145/3721239.3734080</link><guid isPermaLink="true">https://doi.org/10.1145/3721239.3734080</guid><description>Stabilizes cloth and hair collisions in impossible upstream animation configurations without modifying the original animation, integrated into Weta&apos;s Loki framework.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>cfx</category></item><item><title>The Boy and The Octopus: CFX Workflows</title><link>https://www.youtube.com/watch?v=381Bveq2vak</link><guid isPermaLink="true">https://www.youtube.com/watch?v=381Bveq2vak</guid><description>Untold Studios CFX Supervisor and Head of VFX explain Houdini solutions for simulating octopus tentacles, skin, and hair in Disney&apos;s 2024 holiday short, covering challenging creature CFX.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>cfx</category></item><item><title>The Future of Animation Retargeting in Unreal Engine | Unreal Fest Orlando 2025</title><link>https://youtube.com/watch?v=-8CQNaODNNA</link><guid isPermaLink="true">https://youtube.com/watch?v=-8CQNaODNNA</guid><description>Overview of UE5.6 IK Retargeter enhancements and the roadmap for animation retargeting, covering the journey from IK Rig setup to fully automated skeleton mapping.</description><pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate><category>retargeting</category><category>rigging</category></item><item><title>3D Gaussian Blendshapes for Head Avatar Animation</title><link>https://arxiv.org/abs/2404.19398</link><guid isPermaLink="true">https://arxiv.org/abs/2404.19398</guid><description>Represents a neutral head and expression basis shapes as 3D Gaussians learned from monocular video, enabling real-time blendshape-style face animation with high-frequency detail.</description><pubDate>Mon, 01 Jan 2024 00:00:00 GMT</pubDate><category>facial</category><category>ml-deformation</category></item><item><title>3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting</title><link>https://arxiv.org/abs/2312.09228</link><guid isPermaLink="true">https://arxiv.org/abs/2312.09228</guid><description>Learns non-rigid deformation of 3D Gaussians driven by a skeleton with isometric regularization, achieving real-time 50+ FPS rendering and training in 30 minutes from monocular video.</description><pubDate>Mon, 01 Jan 2024 00:00:00 GMT</pubDate><category>skinning</category><category>ml-deformation</category></item><item><title>A Facial Motion Retargeting Pipeline for Appearance Agnostic 3D Characters</title><link>https://doi.org/10.1002/cav.70001</link><guid isPermaLink="true">https://doi.org/10.1002/cav.70001</guid><description>Anatomy-based pipeline translates mocap markers to FACS muscle activations with explicit passive-muscle modeling for diverse character faces.</description><pubDate>Mon, 01 Jan 2024 00:00:00 GMT</pubDate><category>facial</category><category>retargeting</category></item><item><title>A Modernization of the DreamWorks Feather System</title><link>https://doi.org/10.1145/3641233.3664332</link><guid isPermaLink="true">https://doi.org/10.1145/3641233.3664332</guid><description>Grooming and moving feathers at DreamWorks had been a technically complicated and specialized process, and the feathered characters of Kung Fu Panda 4 and The Wild Robot prompted a re-imagin</description><pubDate>Mon, 01 Jan 2024 00:00:00 GMT</pubDate><category>cfx</category></item><item><title>A Neural Network Model for Efficient Musculoskeletal-Driven Skin Deformation</title><link>https://doi.org/10.1145/3658135</link><guid isPermaLink="true">https://doi.org/10.1145/3658135</guid><description>Neural network approximates full musculoskeletal FEM skin deformation at interactive rates, trained on biomechanically accurate simulation data.</description><pubDate>Mon, 01 Jan 2024 00:00:00 GMT</pubDate><category>muscles</category><category>ml-deformation</category><category>skinning</category></item><item><title>A Surface-based Appearance Model for Pennaceous Feathers</title><link>https://doi.org/10.1111/cgf.15235</link><guid isPermaLink="true">https://doi.org/10.1111/cgf.15235</guid><description>This work proposes a practical surface-based appearance model for pennaceous feathers, representing far-field appearance with a BSDF that implicitly captures light scattering from the main b</description><pubDate>Mon, 01 Jan 2024 00:00:00 GMT</pubDate><category>cfx</category></item><item><title>Anatomically Constrained Implicit Face Models</title><link>https://doi.org/10.1109/cvpr52733.2024.00216</link><guid isPermaLink="true">https://doi.org/10.1109/cvpr52733.2024.00216</guid><description>Implicit face model constrained by anatomical priors, improving 3D face fitting generalization across diverse identities and expressions.</description><pubDate>Mon, 01 Jan 2024 00:00:00 GMT</pubDate><category>facial</category></item></channel></rss>