--- license: cc-by-4.0 tags: - mesh-segmentation - part-segmentation - point-cloud - onnx - 3d - qtmesheditor library_name: onnx pipeline_tag: other --- # QtMeshEditor — Mesh Part Segmentation A point-cloud part-segmentation network (PointNet++-style) that predicts a semantic body-part label (head / torso / left+right arm / left+right leg) per point, exported to **ONNX** for in-app inference via ONNX Runtime. Built for **[QtMeshEditor](https://github.com/fernandotonon/QtMeshEditor)** (issue #410) — a free, open-source 3D mesh & animation editor — and its companion **QtMesh Cloud** asset service. The app downloads this model on first use and runs it locally (offline) to power the Edit-Mode **"Select by Part (AI)"** action, the `qtmesh segment` CLI, and the `segment_mesh` MCP tool. Labels also feed the auto-rigger as placement priors. ## Model - **Input:** a sampled point cloud `float32 [1, N, 3]` (normalised to a centred unit box; +Y up, character facing +Z, left limbs at +X). - **Output:** per-point class logits over 7 labels (`unknown, head, torso, left_arm, right_arm, left_leg, right_leg`); argmax → label, scattered back to mesh vertices/faces by nearest sampled point. - **Architecture (v2):** shared per-point MLP + two kNN local-aggregation blocks (in-graph `cdist`+`topk`, ONNX-exportable) + a global max-pooled feature; ~0.78 MB. Trained at the app's inference sample size (4096 points). - When the model is unavailable, QtMeshEditor falls back to a deterministic **geometric** segmenter (connected-component islands + an up-axis/lateral spatial heuristic, refined by skeleton-bone proximity when the mesh is rigged). ## Training data & license Trained **from scratch** on two permissive sources: 1. **Synthetic surface-sampled bodies (CC0, ours):** three parametric body plans — humanoid (normal / chibi / lanky proportion regimes, ears/muzzle head bumps, posed arms, feet pointing +Z), quadruped (all four legs labelled by side, tail → torso), and biped-with-tail (dino) — with exact by-construction labels and randomised per-part point density (real characters put 30–50% of their vertices in the head/face). 2. **CC0 rigged characters** (Quaternius packs — humanoids, farm animals, dinosaurs, monsters) mined for **exact rig-derived labels** (bone weights → bone name → part) via `qtmesh segment --dump-training-data`. Each mined cloud is canonicalised into the training frame from its own labels and its arm/leg sides are reassigned geometrically. A provenance ledger of every pack is kept with the training corpus. Weights released under **CC-BY-4.0**; please credit *QtMeshEditor*. ## Evaluation (v2) Measured per-vertex against **exact rig-derived ground truth** (bone-weight labels), replicating the app's inference path (4096-point sample, nearest-point scatter): | eval set | v1.1.0 | v2.0.0 | |---|---|---| | out-of-distribution rigged test characters (held out of training entirely) | 31.5% | **94.7%** | | held-out CC0 rigs (suit, dress, sheep, velociraptor) | — | 97.0% | | held-out synthetic bodies | — | 95.6% | Per-part recall on the out-of-distribution set (v2): head 0.99, torso 0.80, left arm 0.99, right arm 1.00, left leg 0.87, right leg 0.96. Torso is lowest by construction: the ground truth comes from skinning weights, whose shoulder/hip boundaries don't coincide exactly with any geometric boundary. ## Reproducing `scripts/export-meshseg-onnx.py` in the QtMeshEditor repo (one-time, offline; not shipped with the app). The full v1 failure analysis, data pipeline, and multi-category roadmap live in the repo's `docs/MESH_SEGMENTATION_STRATEGY.md`. ## Versions - **v2.0.0** (current) — full data-pipeline rebuild fixing v1's real-mesh failures: **surface** sampling instead of volumetric primitive fills, **connected** bodies, **chibi/cartoon proportions** (v1 collapsed big-headed characters to all-torso), randomised per-part vertex density, **correct left/right handedness** (v1's training data was mirrored vs the rig convention), quadruped + biped-tail body plans, mined CC0 rigs with label-driven canonicalisation, a deeper two-block kNN network, and fine-tuning at the app's 4096-point inference size (v1 trained at 1024). 31.5% → **94.7%** on rig-truth eval. ~0.78 MB. - **v1.1.0** — retrained with T/A-pose arms, upright + yaw-only augmentation, head-protrusion samples, wider proportions, and a PointNet++-style local kNN feature. Clean on synthetic humanoids but poor transfer to real meshes (volumetric sampling, flipped handedness). ~0.58 MB. - **v1.0.0** — initial flat-PointNet model on synthetic primitive humanoids (arms-down only; over-assigned lateral protrusions to "arm").