Make-It-Poseable: Feed-forward Latent Posing Model for 3D Humanoid Character Animation
Zhiyang Guo, Ori Zhang, Jax Xiang, Alan Zhao, Wengang Zhou, Houqiang Li
TL;DR
The paper tackles robust 3D humanoid posing by re conceiving posing as a latent-space transformation rather than geometry-space manipulation, addressing skinning artifacts and topology limitations of traditional rigging and pose-conditioned generative methods. It introduces a dense skeleton-conditioned latent space, a latent posing transformer, and a latent-space supervision mechanism, complemented by an adaptive completion module for newly exposed geometry. The approach achieves superior pose fidelity, faster inference, and enables editing tasks such as part replacement and refinement. This latent-space framework paves the way for efficient, scalable animation and editing of 3D characters with reduced dependence on manual rigging and topology constraints.
Abstract
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.
