Posing 3D characters is a fundamental task in computer graphics and vision. However, existing methods like auto-rigging and pose-conditioned generation often struggle with challenges such as inaccurate skinning weight prediction, topological imperfections, and poor pose conformance, limiting their robustness and generalizability. To overcome these limitations, we introduce Make-It-Poseable, a novel feed-forward framework that reformulates character posing as a latent-space transformation problem. Instead of deforming mesh vertices as in traditional pipelines, our method reconstructs the character in new poses by directly manipulating its latent representation. At the core of our method is a latent posing transformer that manipulates shape tokens based on skeletal motion. This process is facilitated by a dense pose representation for precise control. To ensure high-fidelity geometry and accommodate topological changes, we also introduce a latent-space supervision strategy and an adaptive completion module. Our method demonstrates superior performance in posing quality. It also naturally extends to 3D editing applications like part replacement and refinement.
翻译:三维角色姿态设定是计算机图形学与视觉领域的基础任务。然而,现有方法如自动绑定与姿态条件生成常面临蒙皮权重预测不准确、拓扑结构缺陷及姿态贴合度不足等挑战,制约了其鲁棒性与泛化能力。为突破这些局限,本文提出Make-It-Poseable——一种将角色姿态建模重构为潜在空间变换问题的新型前馈框架。与传统流程中直接变形网格顶点不同,本方法通过操控潜在表征直接重建新姿态下的角色。其核心是基于骨骼运动操纵形状标记的潜在姿态变换器,该过程通过密集姿态表征实现精确控制。为确保高保真几何结构并适应拓扑变化,我们同时提出潜在空间监督策略与自适应补全模块。实验表明本方法在姿态质量上具有显著优势,并可自然扩展到部件替换与精细化等三维编辑应用。