refer to the report for detailed contributions
Abstract:Rigging is inherently task-dependent because the same mesh may require different skeletons and deformation behaviors across animation tasks. In practice, artists often inspect an initial rig and repeatedly edit its skeletal structure and deformation behavior to meet specific animation requirements. Existing automatic methods primarily generate a plausible rig from geometry, offering limited explicit control over the resulting skeleton and deformation behavior. In this work, we present ViP-Rig, a visual-prompted framework that supports both prompt-first rigging and result-guided editing by injecting features extracted from user-drawn or edited 2D skeletal and rigidity prompts into frozen pretrained backbones. Specifically, ViP-Rig consists of two stages, Skeleton Generation and Skinning Prediction. In the first stage, the skeletal sketch is processed by the Dense-to-Compact Visual Prompt Encoding to produce compact, fixed-length conditioning tokens. The resulting tokens are injected into a frozen pretrained autoregressive generator through gated adapters to control joint placement and branching structure while preserving the generator's geometric prior. In the second stage, the rigidity map is processed using the same visual encoding design, while the pretrained skinning backbone remains frozen. The resulting tokens are symmetrically injected into the point and joint streams to modulate point-joint compatibility and the resulting skinning weights. Experiments on Articulation-XL2.0 and zero-shot evaluation on ModelsResource show that ViP-Rig more accurately recovers target skeletons and skinning weights than geometry-conditioned baselines under prompt-guided evaluation. Qualitative results further demonstrate explicit and localized control in both prompt-first rigging and result-guided editing.




Abstract:The creation of high-quality 3D assets, a cornerstone of modern game development, has long been characterized by labor-intensive and specialized workflows. This paper presents Hunyuan3D Studio, an end-to-end AI-powered content creation platform designed to revolutionize the game production pipeline by automating and streamlining the generation of game-ready 3D assets. At its core, Hunyuan3D Studio integrates a suite of advanced neural modules (such as Part-level 3D Generation, Polygon Generation, Semantic UV, etc.) into a cohesive and user-friendly system. This unified framework allows for the rapid transformation of a single concept image or textual description into a fully-realized, production-quality 3D model complete with optimized geometry and high-fidelity PBR textures. We demonstrate that assets generated by Hunyuan3D Studio are not only visually compelling but also adhere to the stringent technical requirements of contemporary game engines, significantly reducing iteration time and lowering the barrier to entry for 3D content creation. By providing a seamless bridge from creative intent to technical asset, Hunyuan3D Studio represents a significant leap forward for AI-assisted workflows in game development and interactive media.




Abstract:We introduce Auto-Connect, a novel approach for automatic rigging that explicitly preserves skeletal connectivity through a connectivity-preserving tokenization scheme. Unlike previous methods that predict bone positions represented as two joints or first predict points before determining connectivity, our method employs special tokens to define endpoints for each joint's children and for each hierarchical layer, effectively automating connectivity relationships. This approach significantly enhances topological accuracy by integrating connectivity information directly into the prediction framework. To further guarantee high-quality topology, we implement a topology-aware reward function that quantifies topological correctness, which is then utilized in a post-training phase through reward-guided Direct Preference Optimization. Additionally, we incorporate implicit geodesic features for latent top-k bone selection, which substantially improves skinning quality. By leveraging geodesic distance information within the model's latent space, our approach intelligently determines the most influential bones for each vertex, effectively mitigating common skinning artifacts. This combination of connectivity-preserving tokenization, reward-guided fine-tuning, and geodesic-aware bone selection enables our model to consistently generate more anatomically plausible skeletal structures with superior deformation properties.




Abstract:We present Hunyuan3D 2.0, an advanced large-scale 3D synthesis system for generating high-resolution textured 3D assets. This system includes two foundation components: a large-scale shape generation model -- Hunyuan3D-DiT, and a large-scale texture synthesis model -- Hunyuan3D-Paint. The shape generative model, built on a scalable flow-based diffusion transformer, aims to create geometry that properly aligns with a given condition image, laying a solid foundation for downstream applications. The texture synthesis model, benefiting from strong geometric and diffusion priors, produces high-resolution and vibrant texture maps for either generated or hand-crafted meshes. Furthermore, we build Hunyuan3D-Studio -- a versatile, user-friendly production platform that simplifies the re-creation process of 3D assets. It allows both professional and amateur users to manipulate or even animate their meshes efficiently. We systematically evaluate our models, showing that Hunyuan3D 2.0 outperforms previous state-of-the-art models, including the open-source models and closed-source models in geometry details, condition alignment, texture quality, and etc. Hunyuan3D 2.0 is publicly released in order to fill the gaps in the open-source 3D community for large-scale foundation generative models. The code and pre-trained weights of our models are available at: https://github.com/Tencent/Hunyuan3D-2