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DRiVE: Diffusion-based Rigging Empowers Generation of Versatile and Expressive Characters
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Introduces DRiVE, a pipeline that generates 3D Gaussian characters from a single image or text and rigs them with skeletons (including hair and clothing) and skinning using a diffusion model (GSDiff), trained on a new 9420-mesh dataset AnimeRig.
Problem
Animating generated 3D characters with heterogeneous structures such as garments and hair is hard due to a lack of large-scale rigging datasets and effective rigging methods for 3D Gaussian representations.
Approach
Treat joint positions as spatial distributions denoised by a conditional diffusion model conditioned on 3D Gaussian means (via kNN geometric features) and CLIP features of multi-view renderings, instead of regressing joints; then connect bones via MST on BoneFlow and predict skinning from k-NN-initialized weights.
Key results
- Skeleton IoU of 70.48% vs 28.69% for RigNet (ground-truth mesh input) on the AnimeRig test set.
- Skinning precision 78.34% and average L1 0.48, versus 44.48% precision and 0.88 L1 for GeoVoxel.
- Diffusion-based joint prediction outperforms the regression-based counterpart (IoU 70.48% vs 46.72%).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use conditional diffusion instead of regression for joint estimation | DRiVE joint estimation · AnimeRig test set | IoU: 46.72% -> 70.48% | Helped |
| add 3D Gaussian geometric conditioning (ablation) | DRiVE joint estimation · AnimeRig test set | IoU: 56.56% -> 70.48% | Helped |
| add local 3D Gaussian conditioning (ablation) | DRiVE joint estimation · AnimeRig test set | IoU: 58.71% -> 70.48% | Helped |
| add image conditioning (ablation) | DRiVE joint estimation · AnimeRig test set | IoU: 67.14% -> 70.48% | Helped |
| use textured mesh input instead of 3D Gaussian (ablation) | DRiVE joint estimation · AnimeRig test set | IoU: 70.48% -> 71.05% | Helped |
| use plain mesh input instead of 3D Gaussian (ablation) | DRiVE joint estimation · AnimeRig test set | IoU: 70.48% -> 67.90% | Hurt |
| add rendered image input (ablation) | DRiVE skinning estimation · AnimeRig test set | avg L1: 0.69 -> 0.48 | Helped |
| add initial skinning values Sinit (ablation) | DRiVE skinning estimation · AnimeRig test set | avg L1: 0.65 -> 0.48 | Helped |
| add smoothness loss (ablation) | DRiVE skinning estimation · AnimeRig test set | avg L1: 0.49 -> 0.48 | Helped |
Surprising findings
- Training RigNet on the new dataset, its networks struggled to converge with the more complex skeletal structures.
Limitations
- Skeleton node density is deterministic and cannot be tuned by user preference.
- No mature collision detection for 3D Gaussians, so rigged characters can self-intersect (e.g., leg and dress).
Experimental setup
Datasets: AnimeRig
Benchmarks: AnimeRig test set
Metrics: IoU Precision Recall CD-J2J CD-J2B CD-B2B avg L1 skinning error
Baselines: AnimSkelVolNet RigNet GeoVoxel CharacterGen Regression-based joint predictor
Builds on: LGM RigNet TARig CharacterGen SV3D
Closest papers by meaning
- HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset (CVPR 2025 · similarity 0.88)
- Make-It-Animatable: An Efficient Framework for Authoring Animation-Ready 3D Characters (CVPR 2025 · similarity 0.87)
- SimAvatar: Simulation-Ready Avatars with Layered Hair and Clothing (CVPR 2025 · similarity 0.87)
- TapMo: Shape-aware Motion Generation of Skeleton-free Characters (ICLR 2024 · similarity 0.87)
- MPMAvatar: Learning 3D Gaussian Avatars with Accurate and Robust Physics-Based Dynamics (NeurIPS 2025 · similarity 0.86)
- Human Gaussian Splatting: Real-time Rendering of Animatable Avatars (CVPR 2024 · similarity 0.86)
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