Want to make AI characters dance? First teach them about their bones - HumanRig shows how with 11K+ examples.
This paper introduces HumanRig, a groundbreaking dataset of 11,434 AI-generated 3D models with standardized skeleton structures for automated character rigging.
https://arxiv.org/abs/2412.02317v1
🤖 Original Problem:
→ Current 3D character rigging lacks comprehensive datasets, making automation difficult
→ Existing methods struggle with complex AI-generated meshes and diverse body proportions
→ Manual rigging is time-consuming and requires skilled artists
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🛠️ Solution in this Paper:
→ Created HumanRig dataset with 11,434 AI-generated T-pose meshes using uniform skeleton topology
→ Developed Prior-Guided Skeleton Estimator (PGSE) for initial skeleton positioning
→ Implemented Point Transformer-based mesh encoder for better feature extraction
→ Designed Mesh-Skeleton Mutual Attention Network for joint optimization
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💡 Key Insights:
→ AI-generated meshes need different handling than artist-created ones
→ 2D skeleton priors significantly improve 3D skeleton estimation
→ Diverse head-to-body ratios crucial for model generalization
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📊 Results:
→ Outperforms existing methods in skeleton construction (CD-J2J drops from 0.0110 to 0.0027)
→ Achieves superior skinning precision (0.9271) compared to previous approaches
→ Shows 60% improvement in deformation quality over traditional methods
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