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HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset
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Introduces HumanRig, a 11,434-mesh AI-generated T-pose humanoid rigging dataset with Mixamo skeletons, and a rigging framework (PGSE + point-transformer mesh encoder + MSMAN) that beats RigNet and NBS.
Problem
Automatic rigging of humanoid characters is limited by the lack of large, standardized rigged datasets, and GNN-based rigging methods struggle with complex AI-generated meshes.
Approach
Use 2D skeleton priors from a front-view image, back-projected through camera rays onto the mesh to get a coarse 3D skeleton, then refine joints and skinning jointly with a point-transformer mesh encoder and mutual cross-attention between skeleton and mesh features.
Key results
- On the HumanRig test set, the full model reaches CD-J2J 0.0027 and skinning precision 0.9271 with L1 0.0610, versus 0.0110 CD-J2J without PGSE.
- Training on full HumanRig instead of RigNetv1-human improves RigNetv1-human test CD-J2J from 0.0274 to 0.0071.
- Deformation error on RigNetv1-human drops to 0.00198 vs 0.00252 for RigNet, and on HumanRig to 0.00084 vs 0.00224 for GVB.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Train on full HumanRig rather than RigNetv1-human | HumanRig rigging framework · HumanRig test | CD-J2J: 0.0163 -> 0.0027 | Helped |
| Add PGSE (ablation) | HumanRig · HumanRig test | CD-J2J: 0.0110 -> 0.0027 | Helped |
| Add PGSE (ablation) | HumanRig · HumanRig test | Prec: 0.8363 -> 0.9271 | Helped |
| Add MSMAN (ablation) | HumanRig · HumanRig test | CD-J2B: 0.0076 -> 0.0025 | Helped |
| Add MSMAN (ablation) | HumanRig · HumanRig test | Prec: 0.9214 -> 0.9271 | Helped |
| Replace Point Transformer with GraphSAGE (ablation) | HumanRig mesh encoder · HumanRig test | CD-J2J: 0.0027 -> 0.0031 | Hurt |
| Replace Point Transformer with GraphTransformer (ablation) | HumanRig mesh encoder · HumanRig test | CD-J2J: 0.0027 -> 0.0030 | Hurt |
| Replace Point Transformer with GMEdgeNet (ablation) | HumanRig mesh encoder · HumanRig test | CD-J2J: 0.0027 -> 0.0028 | Hurt |
| Train with diverse head-to-body ratios rather than only five-head samples (ablation) | HumanRig · HumanRig head-to-body-ratio test subsets | rigging performance | Helped |
Surprising findings
- A model trained on a 1,729-sample random HumanRig subset outperforms one trained on the full RigNetv1-human set on skeleton metrics within the RigNetv1-human test set.
Limitations
- Skeleton template does not model small parts such as fingers.
- Only humanoid characters are handled; extension to quadrupeds or other objects is untested.
- RigNet cannot process meshes with more than about 5K vertices, so some comparisons are missing on HumanRig.
Experimental setup
Datasets: HumanRig RigNetv1 (human subset, 1,729 meshes) SMPL
Benchmarks: HumanRig test set RigNetv1-human test set
Metrics: CD-J2J CD-J2B CD-B2B skinning precision L1 norm deformation error
Baselines: RigNet NBS Heat Diffusion GVB GraphSAGE GraphTransformer GMEdgeNet
Builds on: RigNet RTMPose Point Transformer Pinocchio
Closest papers by meaning
- Puppeteer: Rig and Animate Your 3D Models (NeurIPS 2025 · similarity 0.88)
- Make-It-Animatable: An Efficient Framework for Authoring Animation-Ready 3D Characters (CVPR 2025 · similarity 0.88)
- DRiVE: Diffusion-based Rigging Empowers Generation of Versatile and Expressive Characters (CVPR 2025 · similarity 0.88)
- VINECS: Video-based Neural Character Skinning (CVPR 2024 · similarity 0.87)
- TapMo: Shape-aware Motion Generation of Skeleton-free Characters (ICLR 2024 · similarity 0.87)
- Rigel3D: Rig-aware Latents for Animation-Ready 3D Asset Generation (NeurIPS 2026 · similarity 0.86)
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