Animatable 3D assets, defined as geometry equipped with an articulated skeleton and skinning weights, are fundamental to interactive graphics, embodied agents, and animation production. While recent 3D generative models can synthesize visually plausible shapes from images, the results are typically static. Obtaining usable rigs via post-hoc auto-rigging is brittle and often produces skeletons that are topologically inconsistent with the generated geometry. We present AniGen, a unified framework that directly generates animate-ready 3D assets conditioned on a single image. Our key insight is to represent shape, skeleton, and skinning as mutually consistent S3 Fields (Shape, Skeleton, Skin) defined over a shared spatial domain. To enable the robust learning of these fields, we introduce two technical innovations: (i) a confidence-decaying skeleton field that explicitly handles the geometric ambiguity of bone prediction at Voronoi boundaries, and (ii) a dual skin feature field that decouples skinning weights from specific joint counts, allowing a fixed-architecture network to predict rigs of arbitrary complexity. Built upon a two-stage flow-matching pipeline, AniGen first synthesizes a sparse structural scaffold and then generates dense geometry and articulation in a structured latent space. Extensive experiments demonstrate that AniGen substantially outperforms state-of-the-art sequential baselines in rig validity and animation quality, generalizing effectively to in-the-wild images across diverse categories including animals, humanoids, and machinery. Homepage: https://yihua7.github.io/AniGen-web/
Figures & tables
Figure 1. Given a single conditional image as input, AniGen generates a 3D shape along with its skeleton and skinning weights, supporting a wide range of 3D assets, including organic entities such as animals, cartoon characters, humans, and articulated man-made objects.
Figure 2. We present a case study combining TRELLIS ( Xiang et al., 2025b ) with state-of-the-art auto-rigging baselines for animatable asset generation. Existing methods produce skeletons with missing bones (UniRig ( Zhang et al., 2025 ) ), unstructured rigs (Anymate ( Deng et al., 2025 ) ), or poor skinning (Puppeteer ( Song et al., 2025a ) , RigAnything ( Liu et al., 2025 ) ). The resulting animations expose practical failure modes of this pipeline, whereas AniGen generates plausible skeletons and skinning that support stable character animation.
Figure 3. Overview of the AniGen framework. The top panel illustrates the encoding and decoding of the S3 fields using the structured latent autoencoder EL and DL . From top to bottom, the three rows correspond to the shape, skin, and skeleton branches, respectively. The bottom panel depicts the generation pipeline for animatable 3D assets. Given an input image, the sparse structure flow model GS predicts voxel scaffolds that serve as supports for the shape and skeleton. Conditioned on these supports, a structured latent flow GL synthesizes the corresponding S3 fields. Finally, the decoded outputs yield a 3D shape equipped with skeleton rigging and associated skinning, producing an animatable 3D asset.
Figure 4. Illustration of the (b) shape voxels V , (c) skeleton voxels Vsk , and the (d) confidence-decaying nearest-neighbor joint field.
Figure 5. Illustration of the conversion from a continuous field to a discrete skeleton. The voting results of the joint field in (a) are clustered to obtain discrete joints in (b) and parent nodes in (c). The skeletal topology is then determined by assigning each parent to its nearest joint as in (d).
Figure 6. SkinAE encodes skeleton joints ji and parents pi into joint skin features Wij , which are averaged by GT skin weights wkgt to obtain vertex skin features Wkv . The decoder processes Wij and Wkv via MLPs, producing W~ij , W~vk , and vertex temperatures T~vk . Final skin weights are obtained through cross-attention and Softmax with temperature adjustment.
Figure 7. BVH-based skin transfer vs. nearest-vertex (NN) transfer. We implement a CUDA BVH supporting multi-device deployment and save/restore.
Figure 8. The architectures of the AniGen flow models, GS and GL . The input to GS comprises noisy volumetric features encoding geometry, z′s , and skeleton information, z′sskl . GL processes noisy structured latents representing geometry, z′s , skin, z′skin , and skeleton, z′skl . These flow models predict the velocities of the noisy features and iteratively denoise them using the Euler method.
Method
Joint-to-Joint ↓
Joint-to-Bone ↓
Bone-to-Bone ↓
Wasserstein ↓
Gromov–Wasserstein ↓
Skin ℓ1↓
Skin ℓ2↓
Skin KL ↓
GT-Mesh + UniRig
0.190
0.180
0.166
0.260
0.389
0.0973
0.224
6.117
GT-Mesh + Anymate
0.169
0.161
0.145
0.232
0.368
0.0918
0.204
4.388
GT-Mesh + Puppeteer
0.235
0.228
0.212
0.239
0.322
0.0823
0.197
4.133
GT-Mesh + RigAnything
0.193
0.181
0.165
0.268
0.392
0.1018
0.223
6.161
TRELLIS ∗ + UniRig
0.205
0.192
0.179
0.269
0.397
0.0966
0.221
5.903
TRELLIS ∗ + Anymate
0.179
0.172
0.157
0.232
0.349
0.0919
0.203
4.221
Table 1. Quantitative evaluation of skeleton accuracy and skin metrics for various methods. Results include Chamfer distances, mm-space distances, Wasserstein-based distances, and skin metrics ( ℓ1 , ℓ2 , KL divergence). The best scores are highlighted in bold, and the second-best scores are underlined. Note that TRELLIS ∗ refers to the finetuned TRELLIS model trained on the split train set, while GT-Mesh combined with rigging methods serves as a reference.
Figure 9. Qualitative comparison of skeleton and skin results across different methods. We visualize the predicted skeletons, corresponding skins, and demonstrate animations to evaluate the practical usability of the rigged assets. The dragon case represents a relatively simple example with a clear identity and four-limbed structure, while the flower case poses a more complex challenge due to its intricate and non-standard structure.
Figure 10. Qualitative results on in-the-wild images, including examples from real-world photographs, web content, and AI-generated imagery. The showcased objects span a wide range of categories, such as sea animals, household items, cartoon characters, pets, humans, birds, plants, and machinery. Edited poses are demonstrated to illustrate animation capabilities, with examples such as a whale swimming, a lamp adjusting its angle, a dog running, and a robotic arm picking up an apple. These results highlight the versatility and practical usability of AniGen for applications in animation, games, image editing, VR, and more.
Method
Chamfer ↓
F-Score ↑
PSNR ↑
LPIPS ↓
TRELLIS
0.0475
0.77
24.25
0.126
TRELLIS ∗
0.0394
0.89
25.23
0.104
AniGen
0.0409
0.88
25.12
0.108
Table 2. Geometry evaluation on the rigged-domain test set. We report surface Chamfer distance, F-score, and image-space PSNR & LPIPS.
Method
TRELLIS ∗
TRELLIS ∗ +UniRig
TRELLIS ∗ +Anymate
Time (s) ↓
15
146
19
Method
TRELLIS ∗ +Puppeteer
TRELLIS ∗ +RigAnything
AniGen
Time (s) ↓
36
127
19
Table 3. Inference cost runtime comparison.
Figure 11. Skeleton generation with different joint density levels. Higher joint density enables flexible, human-like motions, while medium and sparse densities result in reduced flexibility, resembling real robots. This demonstrates the adaptability of the method to varying motion requirements.
Method
Bayesian
w/o-Conf
w/o-SkinAE
Ours
Joint-GW ↓
0.310
0.337
0.383
0.286
Skin-KL ↓
3.174
3.187
5.138
2.919
Table 4. Quantitative ablation on confidence modeling and SkinAE pretraining. Lower is better for both metrics.
Figure 12. Ablation study on confidence design and SkinAE pretraining. Without confidence learning or with Bayesian confidence, skeleton predictions are noisy and redundant (column 2,3). Without pretraining SkinAE, skin quality and skeleton structure degrade significantly (column 4). Our method ensures clean skeletons and accurate skin generation (column 5).