Rigging & skinning
Build rigs and weights that deform correctly.
20 project-authored proposals · taxonomy v1.1 · 0 new benchmark runs. Verifiers and partial-credit rules below are designs, not executed results.
- Typical applications
- Maya · Blender
- Class GUI-need label
HY· Hybrid
Task proposals · 20
Expand to inspect the complete original wording and proposed checks. Original proposal text remains English in both interfaces.
R06.06.03.01-T01 Build a biped skeleton with IK legs and skin it
Original instruction
In fixtures/biped_mesh.ma build a skeleton of >= 22 joints named per notes/naming.md (e.g. C_spine_01_jnt, L_knee_jnt), joints placed inside the mesh at GT landmark volumes, IK handles with pole vectors on both legs, and bind skin with max 4 influences. Save output/biped_rig.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryclick· Point & clickvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
mayapy: joint count >= 22, all names match the regex in naming.md; each GT joint center within 1.5 cm of the corresponding joint; ikHandle on both legs with poleVectorConstraint; skinCluster maxInfluences 4 and no vertex > 4 non-zero weights; at 4 GT test poses vertex error vs GT deformation <= 15 mm (95th pct).
Proposed partial credit
20% hierarchy and naming; 25% joint placement; 20% IK + pole vectors; 35% skin quality at test poses.
R06.06.03.01-T02 Repaint elbow weights to match a target pose
Original instruction
fixtures/arm_rig.blend deforms badly when the elbow bends (volume loss, pinching). Repaint weights on the upper/lower arm with weight paint tools only so that at a 90-degree elbow bend the mesh matches fixtures/arm_target_pose.obj. Rest pose must not change. Save output/arm_rig_fixed.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
path· Continuous pathvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Grader poses the elbow at 90 deg: vertex error vs target <= 5 mm on 95% of arm vertices; elbow-crease volume within 5% of target; rest pose identical. Weight sums normalized. Blender's Python console, Text Editor and --python are disabled; Info log must show weight paint strokes, and vertex-group assignments via script (vertex_group.add) in the log are flagged.
Proposed partial credit
50% 90-deg pose error; 20% volume preserved; 15% rest pose intact; 15% weights normalized.
R06.06.03.01-T03 Drive three face shapes from one slider with drivers
Original instruction
In fixtures/face_shapes.blend the mesh has shape keys BrowUp, EyeWide and MouthOpen. Add a custom property 'Surprise' (0-1) on bone 'CTRL_face' and drivers so BrowUp = Surprise, EyeWide = Surprise*0.8 and MouthOpen = max(0, Surprise-0.3)/0.7. Save output/face_driven.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
type· Text & formsclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
bpy sets Surprise to 0, 0.25, 0.5, 1.0 and reads shape-key values: each within 1e-3 of the formulas; property exists on the bone with min 0 max 1; drivers reference the bone property (not a scene property); no keyframes on shape keys.
Proposed partial credit
20% property created; 60% three driver formulas correct (20 pts each); 20% driver targets correct.
R06.06.03.01-T04 Fix joint orientations on an imported skeleton
Original instruction
fixtures/imported_skel.ma has 30 joints with inconsistent joint orients and non-zero rotations from a bad FBX import. Reorient so X points down the bone to the child, Y up (secondary axis world Y), end joints inherit the parent orient, and all rotations are zero, without moving any joint. Save output/skel_oriented.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clickvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
mayapy: every non-end joint's local X axis points to its child within 0.5 deg; secondary axis Y within 5 deg of world-up projection; end joints jointOrient = 0; rotate attributes 0; world positions unchanged within 0.01 cm.
Proposed partial credit
40% primary axis aim; 25% secondary axis; 20% rotations zeroed; 15% positions unchanged.
R06.06.03.01-T05 Build an IK/FK arm switch with seamless snapping
Original instruction
In fixtures/torso_arms.ma, build an IK/FK switch for the left arm: FK controls, IK handle with pole vector, an 'ikFkBlend' attribute on a settings control, and a match button/script node so switching at any pose snaps without the wrist moving. Save output/arm_ikfk.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clicktype· Text & formsgeom· Precise geometry- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
mayapy runs 10 random FK poses: switch to IK via the provided match function -> wrist world position delta <= 0.1 cm and rotation delta <= 0.5 deg; reverse IK->FK same; ikFkBlend 0..1 blends joint chains without flipping (elbow pole plane stable). Controls are NURBS curves with zeroed transforms.
Proposed partial credit
25% FK and IK chains; 15% blend attribute; 45% snapping accuracy both ways; 15% clean controls.
R06.06.03.01-T06 Fit and generate a Rigify rig for a humanoid
Original instruction
In fixtures/hero_humanoid.blend add a Rigify Human meta-rig, fit its bones to the character (GT joint landmarks in the mesh), generate the rig, and bind the mesh with automatic weights. Fix any bone-heat failure. Save output/hero_rigify.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryvis· Visual judgmentclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Generated rig exists (rig_id property); meta-rig bone heads within 2 cm of GT landmarks for 30 key bones; every mesh vertex has >= 1 weight (no unweighted islands); at 5 test poses (driven through Rigify controls) vertex error vs GT <= 20 mm 95th pct.
Proposed partial credit
20% generated rig; 30% bone fitting; 20% all vertices weighted; 30% test-pose deformation.
R06.06.03.01-T07 Transfer skin weights to a revised mesh
Original instruction
The character mesh was revised (fixtures/char_mesh_v2.ma has 6% more vertices around the shoulders). Bind it to the existing skeleton and copy weights from the v1 skinned mesh (fixtures/char_rig_v1.ma) by closest point, then delete v1. Save output/char_rig_v2.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clickvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
mayapy: v2 has a skinCluster on the same joints; at 6 test poses v2 deformation vs v1 (sampled at closest points) <= 4 mm 95th pct; max influences <= 4; v1 mesh removed; no extra joints.
Proposed partial credit
25% v2 bound to skeleton; 50% weights transferred; 15% influence limit; 10% v1 removed.
R06.06.03.01-T08 Add a pose-space corrective for shoulder raise
Original instruction
In fixtures/shoulder_rig.ma, the deltoid collapses when the arm is raised 90 deg. Sculpt a corrective blendshape at that pose and drive it with a pose reader (or angle-based setup) so it is 0 at rest and 1 at 90 deg abduction, blending smoothly. Save output/shoulder_corrective.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
path· Continuous pathvis· Visual judgmentgeom· Precise geometry- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Grader poses abduction 0/30/60/90 deg: at 90 deg vertex error vs GT sculpt <= 4 mm in the deltoid region; weight of corrective 0 at rest (<= 0.01), 1 at 90 (+/- 0.05), monotonic between; no effect on other regions (<= 0.5 mm). Maya's Script Editor/commandPort/mayapy and Blender's Python console/--python are disabled; sculpt stroke history checked and .ma edits outside Maya logged.
Proposed partial credit
40% corrective shape quality; 30% driver behaviour; 15% isolation; 15% sculpted in-app.
R06.06.03.01-T09 Rig an excavator arm with hydraulic pistons
Original instruction
Rig fixtures/excavator.ma: boom, stick and bucket rotate on their pins (limits per notes/excavator_limits.txt) via 3 controls, and the 3 hydraulic cylinder/rod pairs stay aimed at each other and attached to their mounts at every pose. Save output/excavator_rig.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · 3ds Max · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryclick· Point & clickvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Grader sweeps each control across its range in 10 steps: pins rotate about GT axes (<= 0.5 deg error); rotation limits enforced; cylinder and rod axes collinear within 0.5 deg; mount points coincide within 1 mm; rod never leaves the cylinder (overlap >= 5 cm).
Proposed partial credit
25% pivots and axes; 15% limits; 45% pistons aimed and attached; 15% clean controls.
R06.06.03.01-T10 Build a stretchy spline-IK tail
Original instruction
Add a 12-joint tail to fixtures/creature_tail.ma using spline IK on a curve with 4 cluster-driven controls, twist distributed from base to tip, and stretch that preserves volume (scale X along length, Y/Z inverse). Expose 'stretch' on/off. Save output/tail_rig.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clickgeom· Precise geometrytype· Text & forms- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Moving the tip control 30% beyond rest length: with stretch=1 joints follow the curve (<= 2 mm off curve) and joint scale product ~ 1 (volume within 5%); with stretch=0 chain length constant (<= 1%). Twist of 180 deg at tip distributes linearly (R^2 >= 0.95). 12 joints, 4 controls.
Proposed partial credit
20% spline IK chain; 30% stretch toggle; 25% volume preservation; 25% twist distribution.
R06.06.03.01-T11 Rig a door with hinge limits and a handle
Original instruction
Rig fixtures/door.blend: the door rotates about its hinge axis from 0 to 110 deg (limit constraint), the handle rotates 0 to 45 deg on its own pivot and is parented to the door, both driven by bones in armature 'Door_Rig' with custom shape controls. Save output/door_rig.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 2 / 5
Proposed verifier
Grader rotates controls beyond limits: door angle clamped to 0-110 deg about the GT hinge axis (axis error <= 0.5 deg, hinge line fixed within 1 mm); handle clamped to 0-45 deg about its GT pivot and follows the door; meshes skinned or parented rigidly (no deformation).
Proposed partial credit
35% door hinge axis and limits; 35% handle pivot and limits; 20% hierarchy; 10% control shapes.
R06.06.03.01-T12 Set up a reverse-foot roll on both legs
Original instruction
Add a reverse-foot setup to the IK legs of fixtures/legs_rig.ma: 'roll' attribute pivots on the heel for negative values, ball up to 30 deg, then toe beyond; plus 'bank' (in/out edge pivots) and 'toeTap'. Pivots at GT heel, ball, toe and side positions. Save output/legs_footroll.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryclick· Point & clicktype· Text & forms- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Grader sets roll -20/0/15/30/60 and bank -20/20: heel/ball/toe/side pivots within 5 mm of GT; ankle trajectories match GT within 3 mm; ball pivot engages until 30 deg then toe; toeTap rotates toes only. Both legs mirrored.
Proposed partial credit
25% pivot positions; 35% roll behaviour; 20% bank; 20% toe tap and mirroring.
R06.06.03.01-T13 Fix candy-wrapper forearm twisting with twist joints
Original instruction
In fixtures/forearm_twist.ma the wrist twist of 90 deg collapses the forearm (candy-wrapper). Add 3 forearm twist joints that distribute the twist, rebind/repaint the forearm weights so a 90-deg twist keeps cross-section area >= 85% along the forearm. Save output/forearm_fixed.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
path· Continuous pathvis· Visual judgmentgeom· Precise geometry- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
At 90-deg wrist twist: forearm cross-sections sampled at 10 stations keep area >= 85% of rest; twist joints rotate 25/50/75% (+/- 5%); wrist and elbow deformation at 4 other test poses within 5 mm of GT. Maya's Script Editor/commandPort/mayapy and Blender's Python console/--python are disabled; weight painting evidence in history; scripted weight sets flagged.
Proposed partial credit
30% twist joints distributed; 40% volume at twist; 30% other poses unaffected.
R06.06.03.01-T14 Export a game-ready rig compatible with Unreal retargeting
Original instruction
Prepare fixtures/guard_rig.blend for Unreal: bake constraint-driven animation 'Idle' to deform bones only, root bone 'root' at origin, bone names mapped to the UE5 mannequin per notes/ue_mapping.csv, <= 4 influences, scale 1.0 in cm. Export output/guard.fbx, import to fixtures/RetargetUE and retarget 'MM_Walk' to it.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Unreal Engine
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clicktype· Text & formsmulti· Cross-app- Work product
WP04· 3D/spatial model- Conditions
long· Long-horizonmultiapp· Multi-app- Proposed difficulty
- 4 / 5
Proposed verifier
FBX: only deform bones, root at origin, names per CSV, max influences 4, unit scale. Unreal headless: skeleton imports without warnings; IK Retargeter asset exists; retargeted walk foot plants within 3 cm of mannequin foot positions over 30 frames; Idle anim length unchanged.
Proposed partial credit
25% clean deform skeleton; 20% naming and scale; 20% influence limit; 35% Unreal import and retarget quality.
R06.06.03.01-T15 Build a jaw and lip-corner face rig
Original instruction
On fixtures/head_face.ma build a face rig: jaw joint (open 0-30 deg, side-to-side +/-8 deg), lip-corner controls (up/down/in/out) blending joints and shapes, sticky-lips attribute, eyelid blink that follows eye direction. Skin so that 8 GT expressions (notes/expressions.json control values) reproduce GT meshes.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrypath· Continuous pathvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro applong· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Grader applies the 8 expression control sets: vertex error vs GT meshes <= 3 mm (95th pct) in the face region; jaw limits enforced; blink closes lids fully (lid gap <= 0.5 mm) at 3 eye directions; sticky lips keeps 60-100% corner seal at jaw 15 deg. Controls zeroed at rest.
Proposed partial credit
15% jaw rig and limits; 30% lip corners; 15% blink with eye follow; 40% expression accuracy.
R06.06.03.01-T16 Generate the biped skeleton with maya.cmds (control pair of T01)
Original instruction
Control pair of T01: in a terminal with mayapy only, write tools/build_biped.py that builds the same >= 22-joint skeleton (positions from fixtures/biped_landmarks.json), IK legs with pole vectors, binds fixtures/biped_mesh.ma with max 4 influences and saves output/biped_rig_cli.ma. No Maya GUI.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- Maya (mayapy)
- Interfaces
term· Terminal- GUI need · task setting
CL· CLI-sufficient- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
code· Code & commands- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Same checks as T01 on biped_rig_cli.ma (naming, placement, IK, influences, test-pose error <= 15 mm). License log shows only mayapy batch use. Scored side by side with T01; script-only skinning usually fails the test-pose threshold without painting.
Proposed partial credit
20% hierarchy and naming; 25% joint placement; 20% IK + pole vectors; 35% skin quality at test poses.
R06.06.03.01-T17 Rig a quadruped dog end to end
Original instruction
Rig fixtures/dog.blend: spine with FK/IK, neck and head with follow-space switch, 4 legs with IK and hock/knee pole controls and foot roll, ears with FK, tail spline, and weight paint. 10 GT poses in notes/dog_poses.json (control values) must deform within tolerance. Save output/dog_rig.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometrypath· Continuous pathvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
long· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Grader drives 10 poses: vertex error vs GT <= 12 mm (95th pct); no flipped normals or self-intersections > 5 mm at elbows/hocks; head space switch keeps world orientation when torso rotates (<= 1 deg); feet stay planted during 20 cm body shift (<= 2 mm).
Proposed partial credit
15% control set complete; 20% leg IK and foot roll; 15% space switch; 50% pose deformation quality.
R06.06.03.01-T18 Skin a backpack so straps follow the body
Original instruction
Bind the backpack and straps in fixtures/hiker_backpack.ma to the existing hiker skeleton so straps stay on the shoulders and the pack rides with the spine, without penetrating the body in the 5 test poses in fixtures/hiker_poses.anim. Do not edit the body skin. Save output/hiker_pack.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
path· Continuous pathvis· Visual judgmentclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
For each test pose: pack/strap vertices penetrating the body <= 0.5% (signed distance < -1 mm); strap-to-shoulder gap <= 8 mm along GT contact lines; pack rigidity (pack body internal edge length change <= 3%); body skinCluster weights unchanged. Maya's Script Editor/commandPort/mayapy and Blender's Python console/--python are disabled; .ma writes from outside Maya are logged and fail.
Proposed partial credit
40% no penetration; 30% straps stay on shoulders; 20% pack rigid; 10% body untouched.
R06.06.03.01-T19 Debug a broken character rig
Original instruction
fixtures/broken_rig.ma has 4 faults: a cycle between the head aim and neck constraints, a double transform on the hand meshes, a control with non-zero frozen offsets breaking reset-to-zero, and an IK leg that flips past 90 deg. Fix all four without rebuilding the rig. Save output/rig_fixed.ma and list the fixes in output/fixes.txt.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clickvis· Visual judgmenttype· Text & forms- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro apphidden· Hidden/stale state- Proposed difficulty
- 3 / 5
Proposed verifier
mayapy: no cycle warnings on evaluation; hand meshes move once with the hand (<= 0.1 mm double offset); zeroing all controls returns the bind pose (<= 0.1 mm); knee bend 0-140 deg without pole flip (knee plane stable within 2 deg). fixes.txt names the 4 issues. Node count change <= 10%.
Proposed partial credit
25% cycle fixed; 25% double transform fixed; 25% control offsets fixed; 25% IK flip fixed.
R06.06.03.01-T20 Rig and skin a full production character
Original instruction
Rig fixtures/heroine_final.ma to the studio spec notes/rig_spec.pdf: body FK/IK limbs with space switching, reverse feet, stretchy spine, finger controls with curl/spread, basic face (jaw, blinks), and skin weights. The 12 GT test poses (fixtures/heroine_tests.anim) must deform cleanly. Save output/heroine_rig.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
HY· Hybrid- Interaction primitives
geom· Precise geometrypath· Continuous pathvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro applong· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Grader plays 12 test poses: vertex error vs GT <= 8 mm (95th pct) and <= 20 mm max; no self-intersections at fingers/armpits > 3 mm; space switches preserve world pose (<= 1 mm); finger curl/spread attributes behave per spec; controls zero to bind pose; naming per spec.
Proposed partial credit
20% control set and naming; 20% limb mechanics (IK/FK, space, feet); 10% fingers/face; 50% test-pose deformation.
Mapped research references
Existing benchmark-to-class links from the research catalog. They are not record-level annotations, executions or product endorsements.