SkinTokens-bf16 (Swift-MLX)

Swift-MLX conversion of VAST-AI-Research/SkinTokens β€” a mesh auto-rigger (UniRig successor): a 3D triangle mesh (GLB) in β†’ the same geometry with a skeleton + per-vertex skin weights (JOINTS_0/WEIGHTS_0) injected out.

⚠️ This is a custom multi-component pipeline, NOT a standard mlx_lm/mlx_vlm/mlx_audio model. It is consumed by the mlx-skintokens-swift package as the MLXEngine meshRig capability (contract 1.19.0, engine β‰₯ v0.30.0). Loading it standalone with mlx_lm will not work.

Contents

File What
tokenrig.safetensors bf16, 672 tensors β€” Qwen3-0.6B backbone + un-tied rig head + Michelangelo point encoder + embedded SkinVAE. The runtime loads THIS.
skinvae.safetensors f32, 252 tensors β€” the standalone pretrained SkinVAE (FSQ [8,8,8,8,8] + chunked decoder); provenance / init.
skeleton_vroid.json the canonical VRoid (VRM) bone template β€” the Route-B skinOnly humanoid skeleton order.
config.json resolved TokenRig + SkinVAE + tokenizer config (reference; the Swift port hard-codes the architecture).

Pipeline

mesh GLB β†’ SamplerMix(54000 pts) β†’ Michelangelo encoder β†’ SkinVAE._encode β†’ TokenRig AR transformer (Qwen3-0.6B on inputs_embeds, grammar-constrained batched beam) β†’ FSQ chunked decoder β†’ per-point skin β†’ cKDTree propagate to original verts β†’ GLB inject. Two modes: auto (generate skeleton + skin) and skinOnly (skin a provided/embedded skeleton β€” the companion-character VRM path, J-in == J-out).

Licensing

  • SkinTokens (the rigging model): MIT (VAST-AI-Research).
  • Qwen3-0.6B backbone weights (embedded inside tokenrig.safetensors): Apache-2.0 (Alibaba/Qwen).

Both permissive. Converted for Apple-Silicon MLX inference by the Xocialize MLXEngine effort.

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