The rapid proliferation of generative 3D models has created a critical bottleneck in animation pipelines: rigging. Existing automated methods are fundamentally limited by their approach to skinning, treating it as an ill-posed, high-dimensional regression task that is inefficient to optimize and is typically decoupled from skeleton generation. We posit this is a representation problem and introduce SkinTokens : a learned, compact, and discrete representation for skinning weights. By leveraging an FSQ-CVAE to capture the intrinsic sparsity of skinning, we reframe the task from continuous regression to a more tractable token sequence prediction problem. This representation enables TokenRig , a unified autoregressive framework that models the entire rig as a single sequence of skeletal parameters and SkinTokens, learning the complicated dependencies between skeletons and skin deformations. The unified model is then amenable to a reinforcement learning stage, where tailored geometric and semantic rewards improve generalization to complex, out-of-distribution assets. Quantitatively, the SkinTokens representation leads to a 98%–133% relative improvement in skinning-weight L 1 error over state-of-the-art methods, while the full TokenRig framework, refined with RL, improves the skeletal Chamfer distance by 17%–22% . Our work presents a unified, generative approach to rigging that yields higher fidelity and robustness, offering a scalable solution to a long-standing challenge in 3D content creation.
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Zhang et al. (2026) studied this question.
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