← ArchivePaper2020
RigNet: Neural Rigging for Articulated Characters
Zhan Xu, Yang Zhou, Evangelos Kalogerakis, Chris Landreth, Karan Singh
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.
Builds on
Built upon by
- MoRig: Motion-Aware Rigging of Character Meshes from Point Clouds 2022
- ASMR: Adaptive Skeleton-Mesh Rigging and Skinning via 2D Generative Prior 2025
- HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset 2025
- One Model to Rig Them All: Diverse Skeleton Rigging with UniRig 2025
- Unleash Artistic Creativity: How Tencent's AIGC Tools Equip Creators 2026
Related work
- MoRig: Motion-Aware Rigging of Character Meshes from Point Clouds 2022 / SIGGRAPH Asia
- A Statistical Model of Human Pose and Body Shape 2009 / CGF
- Robust and Accurate Skeletal Rigging from Mesh Sequences 2014 / SIGGRAPH
- S3: Neural Shape, Skeleton, and Skinning Fields for 3D Human Modeling 2021 / CVPR
Keywords
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