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RigNet: Neural Rigging for Articulated Characters

Zhan Xu, Yang Zhou, Evangelos Kalogerakis, Chris Landreth, Karan Singh

SIGGRAPHAcademic75 cites5 descendantsRiggingML Deformation

Neural network predicting skeleton topology and skinning weights from 3D character meshes, automating the character rigging process.

Abstract

We present RigNet, an end-to-end automated method for producing animation rigs from input character models. Given an input 3D model representing an articulated character, RigNet predicts a skeleton that matches the animator expectations in joint placement and topology. It also estimates surface skin weights based on the predicted skeleton. Our method is based on a deep architecture that directly operates on the mesh representation without making assumptions on shape class and structure. The architecture is trained on a large and diverse collection of rigged models, including their mesh, skeletons and corresponding skin weights. Our evaluation is three-fold: we show better results than prior art when quantitatively compared to animator rigs; qualitatively we show that our rigs can be expressively posed and animated at multiple levels of detail; and finally, we evaluate the impact of various algorithm choices on our output rigs.1

How to read this

Category
Method: neural auto-rigging from meshes
Contributions
  • An end-to-end network that predicts a skeleton (joint placement and topology) from an input 3D character mesh
  • Estimates surface skin weights based on the predicted skeleton
  • Operates directly on the mesh with no assumptions about shape class or structure
Context
Advances learned rigging in the line of Liu et al.'s NeuroSkinning and the classic Baran-Popovic automatic rigging, predicting both skeleton and weights rather than weights alone.Builds on: NeuroSkinning: Automatic Skin Binding for Production Characters with Deep Graph Networks · Automatic Rigging and Animation of 3D Characters
Correctness
Validated three ways (quantitative comparison to animator rigs, qualitative posing/animation at multiple levels of detail, and ablations of algorithm choices); as a learned rigger trained on a rigged-model collection, output quality and topology fidelity remain bounded by that training data.
Clarity
Accessible at the pipeline level; the mesh-based architecture rewards a second pass.
How to read it
First pass for the two-stage skeleton-then-weights pipeline and the evaluation against animator rigs; second pass on the mesh architecture and the ablation study if you care about why design choices matter.

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