OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies
Facial rigging--creating Facial Action Coding System (FACS) blendshapes and inner-mouth geometry (teeth, gums, and tongue)--remains a major bottleneck in 3D character production. We present OmniFaceRig, a fully automatic end-to-end pipeline that converts a static surface-only 3D character mesh, with no pre-modeled oral cavity, into an inner-mouth-aware FACS rig with up to 155 blendshapes, procedurally fitted teeth, gums, and tongue, and re-packed UV/texture. It supports humans, humanoids, and long- and short-muzzled animals with no manual landmarks, user-provided templates, or per-asset setup. OmniFaceRig combines a hybrid vision-language and computer vision riggability checker, a four-model face segmentation ensemble, keypoint-driven template registration, procedural inner-mouth construction, and collision-aware blendshape transfer. For non-human characters, it selects topology-specific templates with a nose-landmark-free design and uses as-rigid-as-possible deformation with signed-distance-field constraints to reduce teeth-face intersections. We also introduce Omni-Bench, an open-source benchmark of more than 1,000 biped 3D characters rigged with FACS blendshapes and inner-mouth geometry, spanning humans, humanoids, cats, dogs, and other animals. Experiments show high rigging success, nearly complete face detection recall, low inner-mouth penetration, and 20-30 s end-to-end latency per asset on a single A100 GPU.
Comments: 36 pages, 19 figures, 9 tables. Accepted to ACM Transactions on Graphics (SIGGRAPH Asia 2026). v2: revised text and appendix, updated Omni-Bench description for the public dataset release, corrected references. Project page: omnifacerig.github.io ; Dataset: facebookresearch/omnifacerig
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OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies Facial rigging--creating Facial Action Coding System (FACS) blendshapes and inner-mouth geometry (teeth, gums, and tongue)--remains a major bottleneck in 3D character production. We present OmniFaceRig, a fully automatic end-to-end pipeline that converts a static surface-only 3D character mesh, with no pre-modeled oral cavity, into an inner-mouth-aware FACS rig with up to 155 blendshapes, procedurally fitted teeth, gums, and tongue, and re-packed UV/texture. It supports humans, humanoids, and long- and short-muzzled animals with no manual landmarks, user-provided templates, or per-asset setup. OmniFaceRig combines a hybrid vision-language and computer vision riggability checker, a four-model face segmentation ensemble, keypoint-driven template registration, procedural inner-mouth construction, and collision-aware blendshape transfer. For non-human characters, it selects topology-specific templates with a nose-landmark-free design and uses as-rigid-as-possible deformation with signed-distance-field constraints to reduce teeth-face intersections. We also introduce Omni-Bench, an open-source benchmark of more than 1,000 biped 3D characters rigged with FACS blendshapes and inner-mouth geometry, spanning humans, humanoids, cats, dogs, and other animals. Experiments show high rigging success, nearly complete face detection recall, low inner-mouth penetration, and 20-30 s end-to-end latency per asset on a single A100 GPU. Comments: 36 pages, 19 figures, 9 tables. Accepted to ACM Transactions on Graphics (SIGGRAPH Asia 2026). v2: revised text and appendix, updated Omni-Bench description for the public dataset release, corrected references. Project page: omnifacerig.github.io ; Dataset: facebookresearch/omnifacerig