Skip to content

ViP-Rig: Visual-Prompted Controllable Rigging

Jul 2026 · arXiv.org · Vol abs/2607.27982 · 1 citation · 16 references
Computer Science

TL;DR

ViP-Rig is a visual-prompted framework that supports both prompt-first rigging and result-guided editing by injecting features extracted from user-drawn or edited 2D skeletal and rigidity prompts into frozen pretrained backbones into a frozen pretrained autoregressive generator.

Abstract

Rigging is inherently task-dependent because the same mesh may require different skeletons and deformation behaviors across animation tasks. In practice, artists often inspect an initial rig and repeatedly edit its skeletal structure and deformation behavior to meet specific animation requirements. Existing automatic methods primarily generate a plausible rig from geometry, offering limited explicit control over the resulting skeleton and deformation behavior. In this work, we present ViP-Rig, a visual-prompted framework that supports both prompt-first rigging and result-guided editing by injecting features extracted from user-drawn or edited 2D skeletal and rigidity prompts into frozen pretrained backbones. Specifically, ViP-Rig consists of two stages, Skeleton Generation and Skinning Prediction. In the first stage, the skeletal sketch is processed by the Dense-to-Compact Visual Prompt Encoding to produce compact, fixed-length conditioning tokens. The resulting tokens are injected into a frozen pretrained autoregressive generator through gated adapters to control joint placement and branching structure while preserving the generator's geometric prior. In the second stage, the rigidity map is processed using the same visual encoding design, while the pretrained skinning backbone remains frozen. The resulting tokens are symmetrically injected into the point and joint streams to modulate point-joint compatibility and the resulting skinning weights. Experiments on Articulation-XL2.0 and zero-shot evaluation on ModelsResource show that ViP-Rig more accurately recovers target skeletons and skinning weights than geometry-conditioned baselines under prompt-guided evaluation. Qualitative results further demonstrate explicit and localized control in both prompt-first rigging and result-guided editing.

View source

Similar papers

Preprint Aug 2026

ViSculpt: Visual-Centric Agentic Geometry Editing

This work presents a training-free multi-agent system that edits existing 3D meshes directly in Blender by emulating the iterative workflow of human artists, and views this work as an exploratory step toward visual-centric agentic geometry editing in professional graphics software.

Bo Pang, Jiaqi Pan, Xiao-Chen Zhang et al. · 0 citations
Preprint Aug 2026

LiveAnimate: Stable Long-Form Streaming Human Animation in Real-Time

This work presents LiveAnimate, to their knowledge the first animation system to combine real-time streaming with stable long-form generation at billion scale, built on a 14B-parameter video Diffusion Transformer (DiT).

Yuxuan Zhang, H. Xiong, Yubo Huang et al. · 1 citation
Jul 2026

SkelGen4D: Weakly-Supervised Skeleton-Based 4D Generation for Text-Driven Mesh Animation

The results show that the proposed SkelGen4D weakly supervised skeleton modeling matches or surpasses fully supervised baselines while scaling to diverse object categories for high-quality text-driven mesh animation.

Hao Feng, Zhi Zuo, Jia-Hui Pan et al. · 2 citations
Book Open access Jul 2026

A Generative Motion Rig for Artist-Driven Motion Authoring

A Generative Motion Rig as a Blender plugin, built atop a general motion model, that supports a new “generative keyframing” workflow, where artists author movements by manipulating sparse poses, handles, window lengths, and noise sampling.

Jakob Buhmann, Dhruv Agrawal, D. Borer et al. · 0 citations
Preprint Aug 2026

ArtiMo: Agent-Driven Articulated Mesh Animation

ArtiMo, a novel agent-driven framework for text-guided articulated mesh animation, develops an agentic pipeline powered by Large Language and Vision-Language Models (LLMs/VLMs) to orchestrate motion generation without requiring model fine-tuning.

Chun-Yu Zou, Peng Dai, Yi-Hua Huang et al. · 0 citations
Jul 2026

TanGO: Training-Free 3D Editing via Tangent-Space Guidance and Optimization

TanGO is proposed, a training-free framework that enables adaptive per-token steering in the tangent space of generative dynamics and substantially reduces structural artifacts and achieves state-of-the-art performance, outperforming existing 3D editing baselines.

Si-Woo Lim, Sunjae Yoon, Gwanhyeong Koo et al. · 1 citation

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.