Skip to content

AI: Pinocchio auto-rigging (classical, native C++) #407

Description

@fernandotonon

Parent epic: #397

Goal

Predict skeleton placement for an unrigged humanoid/quadruped mesh using Pinocchio (Baran & Popović, 2007 — classical, no ML). Pairs with the libigl skinning weights task to give a complete unrig→rig→skin pipeline.

Scope

  • Vendor Pinocchio's source (small C++ codebase, vendored to keep build deterministic).
  • CLI: qtmesh rig model.fbx --skeleton humanoid -o rigged.fbx.
  • Bundle skeleton templates: humanoid, quadruped, biped, generic.
  • GUI: Animation Mode action "Auto-rig" with skeleton template picker and preview.
  • MCP: auto_rig tool with template param.
  • Output skeleton compatible with the existing animation pipeline.
  • Pipe directly into AI: libigl bounded biharmonic skinning weights #402 (libigl skin weights) for a one-click "rig + skin" flow.

Acceptance Criteria

  • Humanoid template produces a usable skeleton on a standard test character.
  • Quadruped template works on a four-legged test asset.
  • Output skeleton can be animated through the existing Animation Mode.
  • Documented quality limitations (Pinocchio is 2007 — works best on roughly upright, manifold meshes).
  • Sentry breadcrumb ai.assist.auto_rig recorded.

Effort

~7–10 days.

Metadata

Metadata

Assignees

No one assigned

    Labels

    ai-assistLocal-AI-assisted 3D workflows (epic prefix: AI:)cliCommand-line / qtmeshenhancementNew feature or request

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions