Papers for
character animators
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Humanoid rigging gets better control and stable garment bones
TailorRig: Controllable and Structured Auxiliary Skeleton Generation for Garment-Aware Rigging
Abstract: Humanoid rigging for modern characters with complex garments remains challenging due to the need for dense auxiliary skeletons and precise skinning control. Existing automatic methods primarily recover rigs from geometry, providing limited artist control over auxiliary articulation and often lacking explicit semantic or kinematic-chain structure for dense garment bones, leading to instability and weight bleeding. We present TailorRig, a framework that reformulates garment-aware humanoid rigging as a structured, controllable full-rig generation problem. This formulation shifts the goal from automatic rig recovery to artist-driven rig authoring, where both body-template compatibility and auxiliary articulation are explicit design choices. TailorRig exposes two explicit axes of artist control within a unified framework: a user-specified body skeleton template that preserves body-rig compatibility, and artist-provided semantic labels that drive an autoregressive generator to synthesize requested category-specific auxiliary bone chains. To robustly assign skinning weights under dense skeletal configurations, we further introduce a hierarchical chain-to-bone formulation: vertices are first associated to a kinematic chain, and bone weights are then refined within that chain, reducing weight bleeding between spatially adjacent but semantically unrelated structures. We evaluate TailorRig on a diverse set of characters and introduce Human-Mix, a large-scale dataset of over 38,000 humanoid models curated for garment-aware rigging. Experiments show that TailorRig improves skeleton accuracy, deformation stability, controllability, and practical usability over existing methods.
Motion models produce more expressive character movements with exaggeration control
Controllable Exaggeration for Generative Motion Models via Training-Time Adaptation and Inference-Time Guidance
Abstract: Recent motion generative models have demonstrated strong capabilities in synthesizing physically plausible character motion, but often overlook established animation principles used by professional animators to ground and design their animation work. Understanding and incorporating these principles into motion generative pipelines is essential for producing motions that serve not only physically grounded applications but also the needs of the character animation community. This enables the creation of characters that not only move in physically plausible ways but also feel alive, expressive, and engaging. To close this gap, we focus on the Exaggeration principle of animation and investigate how it can be incorporated into modern motion generative pipelines to produce more expressive character motions. To this end, we introduce a framework that operates at two stages of existing motion generative pipelines. The first stage introduces exaggeration during training, where we perform supervised fine-tuning of pre-trained text-to-motion models on our curated exaggeration dataset. The second stage operates at inference time, where we: (i) introduce a mathematical formulation of exaggeration based on dynamic movement primitives (DMPs); and (ii) leverage this formulation as an exaggeration guidance signal to guide existing diffusion and flow-matching text-to-motion generation models toward exaggerated motion without additional training. Through qualitative and quantitative evaluations against three strong motion generation models, we show that our methods generate more exaggerated and expressive motions while preserving neutral reference motion intent and physical plausibility.
Transformer model improves motion retargeting for different skeletons
Retargeting Motions to Diverse Skeletons via Learnable Flattening
Abstract: Cross-structural motion retargeting aims to transfer motion between different skeletal topologies. Despite recent progress, existing state-of-the-art models struggle with reliability in zero-shot settings, i.e. skeletons with different topologies which were unseen during training, and recent Transformer-based attempts have failed to outperform specialized geometric methods. We bridge this gap with a Transformer Autoencoder that learns a topology- and translation-invariant latent space. Our core contribution is a learnable flattening of skeletal graphs that captures both local dependencies and global structure. Unlike the standard transformer architecture, which adds positional information to token content, we integrate graph-based positional encodings multiplicatively, a design choice that follows directly from our flattening formulation. The resulting model handles diverse skeletal topologies within a single unified architecture and trains in a fully unsupervised manner, requiring no paired retargeting data. Ablation studies show, that the graph encodings, multiplicative formulation, and Transformer backbone is critical for the performance. In zero-shot evaluations, our method reduces global joint position error by $43-47\%$ over current benchmarks. A user study ($n = 37$), including expert animators, further ranks our approach highest in motion alignment and physical plausibility ($p < 0.05$). These results demonstrate that our model design is key to making transformer architectures effective for motion retargeting, outperforming existing approaches.