Previous motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation Pipeline for synthesizing Motion in a broad spectrum of skeleton-free 3D characters. The pivotal innovation in TapMo is its use of shape deformation-aware features as a condition to guide the diffusion model, thereby enabling the generation of mesh-specific motions for various characters. Specifically, TapMo comprises two main components - Mesh Handle Predictor and Shape-aware Diffusion Module. Mesh Handle Predictor predicts the skinning weights and clusters mesh vertices into adaptive handles for deformation control, which eliminates the need for traditional skeletal rigging. Shape-aware Motion Diffusion synthesizes motion with mesh-specific adaptations. This module employs text-guided motions and mesh features extracted during the first stage, preserving the geometric integrity of the animations by accounting for the character's shape and deformation. Trained in a weakly-supervised manner, TapMo can accommodate a multitude of non-human meshes, both with and without associated text motions. We demonstrate the effectiveness and generalizability of TapMo through rigorous qualitative and quantitative experiments. Our results reveal that TapMo consistently outperforms existing auto-animation methods, delivering superior-quality animations for both seen or unseen heterogeneous 3D characters.
JD AI(京东人工智能研究院);Central Academy of Fine Arts(中央美术学院)
Previous works on font generation mainly focus on the standard print fonts where character's shape is stable and strokes are clearly separated. There is rare research on brush handwriting font generation, which involves holistic structure changes and complex strokes transfer. To address this issue, we propose a novel GAN-based image translation model by integrating the skeleton information. We first extract the skeleton from training images, then design an image encoder and a skeleton encoder to extract corresponding features. A self-attentive refined attention module is devised to guide the m…
School of Computer and Information Engineering(计算机与信息工程学院)
The automatic generation of Chinese fonts is an important problem involved in many applications. The predominated methods for the Chinese font generation are based on the deep generative models, especially the generative adversarial networks (GANs). However, existing GAN-based methods (say, CycleGAN) for the Chinese font generation usually suffer from the mode collapse issue, mainly due to the lack of effective guidance information. This paper proposes a novel information guidance module called the skeleton guided channel expansion (SGCE) module for the Chinese font generation through integrat…
Controllable Complex Human Motion Video Generation via Text-to-Skeleton Cascades
Department of Computer Science and Software Engineering, The University of Western Australia(计算机科学与软件工程系,西澳大学);Munich Center for Machine Learning (MCML) and Technical University of Munich (TUM)(慕尼黑机器学习中心(MCML)和技术大学慕尼黑(TUM));School of Information Technology, Murdoch University(信息科技学院,墨尔本大学);Department of Electrical, Electronics and Computer Engineering, The University of Western Australia(电子、电子与计算机工程系,西澳大学)
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Saarland University(萨尔兰大学);Adobe Research(Adobe研究院);University of Tübingen(图宾根大学)
We present the first method that automatically transfers poses between stylized 3D characters without skeletal rigging. In contrast to previous attempts to learn pose transformations on fixed or topology-equivalent skeleton templates, our method focuses on a novel scenario to handle skeleton-free characters with diverse shapes, topologies, and mesh connectivities. The key idea of our method is to represent the characters in a unified articulation model so that the pose can be transferred through the correspondent parts. To achieve this, we propose a novel pose transfer network that predicts th…
University of Massachusetts Amherst(马萨诸塞大学阿默斯特分校);University of Toronto(多伦多大学)
We present a learning method for predicting animation skeletons for input 3D models of articulated characters. In contrast to previous approaches that fit pre-defined skeleton templates or predict fixed sets of joints, our method produces an animation skeleton tailored for the structure and geometry of the input 3D model. Our architecture is based on a stack of hourglass modules trained on a large dataset of 3D rigged characters mined from the web. It operates on the volumetric representation of the input 3D shapes augmented with geometric shape features that provide additional cues for joint …
This paper presents an automated method for 3D character skeleton extraction that can be applied for generic 3D shapes. Our work is motivated by the skeleton-based prior work on automatic rigging focused on skeleton extraction and can automatically aligns the extracted structure to fit the 3D shape of the given 3D mesh. The body mesh can be subsequently skinned based on the extracted skeleton and thus enables rigging process. In the experiment, we apply public dataset to drive the estimated skeleton from different body shapes, as well as the real data obtained from 3D scanning systems. Satisfa…
University of Massachusetts Amherst(马萨诸塞大学阿默斯特分校);University of Toronto(多伦多大学)
We present RigNet, an end-to-end automated method for producing animation rigs from input character models. Given an input 3D model representing an articulated character, RigNet predicts a skeleton that matches the animator expectations in joint placement and topology. It also estimates surface skin weights based on the predicted skeleton. Our method is based on a deep architecture that directly operates on the mesh representation without making assumptions on shape class and structure. The architecture is trained on a large and diverse collection of rigged models, including their mesh, skelet…
Tsinghua University(清华大学);Tencent AI Lab(腾讯人工智能实验室);Tencent(腾讯)
We present a simple yet effective method for skeleton-free motion retargeting. Previous methods transfer motion between high-resolution meshes, failing to preserve the inherent local-part motions in the mesh. Addressing this issue, our proposed method learns the correspondence in a coarse-to-fine fashion by integrating the retargeting process with a mesh-coarsening pipeline. First, we propose a mesh-coarsening module that coarsens the mesh representations for better motion transfer. This module improves the ability to handle small-part motion and preserves the local motion interdependence betw…
Human character animation is often critical in entertainment content production, including video games, virtual reality or fiction films. To this end, deep neural networks drive most recent advances through deep learning and deep reinforcement learning. In this article, we propose a comprehensive survey on the state-of-the-art approaches based on either deep learning or deep reinforcement learning in skeleton-based human character animation. First, we introduce motion data representations, most common human motion datasets and how basic deep models can be enhanced to foster learning of spatial…
A good motion retargeting cannot be reached without reasonable consideration of source-target differences on both the skeleton and shape geometry levels. In this work, we propose a novel Residual RETargeting network (R2ET) structure, which relies on two neural modification modules, to adjust the source motions to fit the target skeletons and shapes progressively. In particular, a skeleton-aware module is introduced to preserve the source motion semantics. A shape-aware module is designed to perceive the geometries of target characters to reduce interpenetration and contact-missing. Driven by o…
Character rigging is universally needed in computer graphics but notoriously laborious. We present a new method, HeterSkinNet, aiming to fully automate such processes and significantly boost productivity. Given a character mesh and skeleton as input, our method builds a heterogeneous graph that treats the mesh vertices and the skeletal bones as nodes of different types and uses graph convolutions to learn their relationships. To tackle the graph heterogeneity, we propose a new graph network convolution operator that transfers information between heterogeneous nodes. The convolution is based on…