AnimaX: Animating the Inanimate in 3D with Joint Video-Pose Diffusion Models

Anonymous Authors

3D animation in a physically plausible way in minutes.
Animating the skeleton using video-pose diffusion models.
AnimaX animates any articulated 3D meshes with text conditions.

Abstract

We present AnimaX, a feed-forward 3D animation framework that bridges the motion priors of video diffusion models with the controllable structure of skeleton-based animation. Traditional motion synthesis methods are either restricted to fixed skeletal topologies or require costly optimization in high-dimensional deformation spaces. In contrast, AnimaX effectively transfers video-based motion knowledge to the 3D domain, supporting diverse articulated meshes with arbitrary skeletons. Our method represents 3D motion as multi-view, multi-frame 2D pose maps, and enables joint video-pose diffusion conditioned on template renderings and a textual motion prompt. We introduce shared positional encodings and modality-aware embeddings to ensure spatial-temporal alignment between video and pose sequences, effectively transferring video priors to motion generation task. The resulting multi-view pose sequences are triangulated into 3D joint positions and converted into mesh animation via inverse kinematics. Trained on a newly curated dataset of 160,000 rigged sequences, AnimaX achieves state-of-the-art results on VBench in generalization, motion fidelity, and efficiency, offering a scalable solution for category-agnostic 3D animation.

Interactive Examples


Explore our interactive 3D animation examples. Click on any example in the sidebar to view the 3D animation.


Method Overview



AnimaX animates an articulated 3D mesh in minutes. AnimaX has two stages: (1) generating multi-view consistent videos and corresponding pose sequences simultaneously, conditioned on rendered template views and pose maps from the input mesh, with a textual description; and (2) recovering 3D joint positions per frame using multi-view triangulation and applying inverse kinematics to obtain the joint angles and animate the mesh.

BibTeX

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