ACT: A Unified Framework for Rigging and Animating Characters with Arbitrary Topologies

IF 13 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Pengyu Long, Weirui Wang, Qingcheng Zhao, Xiaoyang Guo, Xiaoyu Pan, Qixuan Zhang, Jiaqing Zhou, Tianlei Hu, Wei Yang, Lan Xu, Jingyi Yu
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引用次数: 0

Abstract

Recent advances in generative models have democratized the creation of high-quality static 3D assets, yet animating these meshes remains a labor-intensive bottleneck. Traditional pipelines fracture this process into sequential stages—rigging, skinning, and motion synthesis—ignoring the inherent coupling between morphological structure and motor function. To bridge this gap, we introduce ACT, a unified generative framework that reformulates rigging and animation not as independent tasks, but as complementary views of a single hyper-kinematic process. Our key insight is to model the joint distribution of skeletal topology and temporal motion within a shared latent space. ACT utilizes a Vision Language Model (VLM) to extract semantic topological priors from arbitrary meshes, which then condition a Diffusion Transformer (DiT) backbone. By treating static rest poses and dynamic trajectories as a unified sequence, our model employs a task-aware masking strategy to flexibly perform zero-shot rigging, text-guided motion generation, and motion completion within a single end-to-end architecture. Furthermore, a geometry-guided decoder ensures that surface deformations are tightly coupled with the generated kinematics. Extensive experiments demonstrate that ACT generalizes robustly to diverse, non-humanoid characters without retraining. By replacing brittle cascaded pipelines with a holistic prior, our method enables novel applications such as semantic-driven topology editing and generative in-betweening, offering a versatile and efficient solution for automating 3D character animation.
一个统一的框架,用于任意拓扑的操纵和动画角色
生成模型的最新进展使高质量静态3D资产的创建民主化,但动画这些网格仍然是一个劳动密集型的瓶颈。传统的管道将这一过程分解为连续的阶段——装配、蒙皮和运动合成——忽略了形态结构和运动功能之间的内在耦合。为了弥合这一差距,我们引入ACT,一个统一的生成框架,重新制定索具和动画不是独立的任务,而是作为一个单一的超运动学过程的互补观点。我们的关键见解是在共享潜在空间内模拟骨骼拓扑结构和时间运动的联合分布。ACT利用视觉语言模型(VLM)从任意网格中提取语义拓扑先验,然后约束扩散变压器(DiT)骨干。通过将静态静止姿态和动态轨迹作为统一序列处理,我们的模型采用任务感知掩蔽策略,在单个端到端架构内灵活地执行零射击装配,文本引导运动生成和运动完成。此外,几何引导解码器确保表面变形与生成的运动学紧密耦合。大量的实验表明,ACT在不需要再训练的情况下,可以鲁棒地泛化到不同的非人形字符。通过用整体先验取代脆弱的级联管道,我们的方法实现了新的应用,如语义驱动的拓扑编辑和生成中间,为自动化3D角色动画提供了一个通用而高效的解决方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
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