ISSUE 02WEDNESDAY, JUNE 3, 2026PRINT 06.2026

GEOMDIGEST

THE INSIDER PUBLICATION FOR COMPUTATIONAL GEOMETRY & DESIGN

GEOMDIGEST / PAPERS / LEARNING-SKELETAL-ARTICULATIONS-WITH-NEURAL-BLEND-SHAPES-2021-104645
No code

Learning skeletal articulations with neural blend shapes

2021 / ACM Transactions on Graphics / DOI 10.1145/3450626.3459852

Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape deformation in the joint regions, which often requires a tailored, pose-specific refinement. In this work, we develop a neural technique for articulating 3D characters using enveloping with a pre-defined skeletal structure which produces high quality pose dependent deformations. Our framework learns to rig and skin characters with the same articulation structure ( e.g. , bipeds or quadrupeds), and builds the desired skeleton hierarchy into the network architecture. Furthermore , we propose neural blend shapes - a set of corrective pose-dependent shapes which improve the deformation quality in the joint regions in order to address the notorious artifacts resulting from standard rigging and skinning. Our system estimates neural blend shapes for input meshes with arbitrary connectivity, as well as weighting coefficients which are conditioned on the input joint rotations. Unlike recent deep learning techniques which supervise the network with ground-truth rigging and skinning parameters, our approach does not assume that the training data has a specific underlying deformation model. Instead, during training, the network observes deformed shapes and learns to infer the corresponding rig, skin and blend shapes using indirect supervision. During inference, we demonstrate that our network generalizes to unseen characters with arbitrary mesh connectivity, including unrigged characters built by 3D artists. Conforming to standard skeletal animation models enables direct plug-and-play in standard animation software, as well as game engines.

81
Citations
37
References
0
Implementations
No evidence
Repro status

Reproducibility Dossier

No evidenceConfidence: automated / checked Apr 2026

GEOMDIGEST treats reproducibility as an evidence trail: public artifacts, documentation, data, packaging, archival stability, and verification checks. Numeric scores are only exposed for audited records; public pages prioritize the evidence itself.

0
Evidence
0
Verified
not yet
Code
not yet
Data
not yet
Docs
not yet
Build checks
No public reproducibility evidence has been attached yet. Editors can add code, data, documentation, package, demo, benchmark, archive, or supplement links.
Methodology
Improve this dossier

Implementation Index

No implementations indexed yet

This paper is in the knowledge graph, but we have not attached a runnable artifact yet.

Citation Lineage

Selected paper
Learning skeletal articulations with neural blend shapes
2021 / 81 citations
Cited by0