FlowRig: Unified Skeleton Generation for 3D and 4D Meshes via Flow Matching
Read the original on arXiv Computer Vision →The Flow has not summarised this story yet — read it at arXiv Computer Vision.
The Flow has not summarised this story yet — read it at arXiv Computer Vision.
We study 4D generation to synthesize temporally coherent sequences of 3D geometry for animation and content creation. In contrast to existing SDS-based optimization methods and video-driven animation approaches, we adopt a skeleton-driven animation framework aligned with standard industrial pipelines, which enables explicit control and editing.
The paper presents a new approach to automatic skeleton generation that tackles two key challenges: encoding branch structures into token sequences and leveraging test-time computation. It introduces branch‑centric tokenization, a representation that groups structurally related elements together and directly encodes connectivity, producing more compact sequences than traditional BFS serialization. Additionally, the authors propose view‑augmented generation, a test‑time augmentation technique that rotates the input mesh, aligns predictions, and selects the best skeleton based on mesh coverage and consistency across views, leading to improved accuracy on benchmark datasets.
arXiv:2608.31113v1 Announce Type: new Abstract: We introduce BLARM, a feed-forward method for video-driven 3D mesh animation. Given a monocular video and a static object mesh, BLARM predicts a tempor...
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.
arXiv:2604.26917v2 Announce Type: replace Abstract: Recent advances in 4D content generation have attracted increasing attention, yet creating high-quality animated 3D models remains challenging due...
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