
Rigging animatable characters, such as quadrupeds and clothed humans, presents a fundamental challenge: balancing intuitive control with deformation fidelity. While kinematic skeletons offer intuitive control, natural surface deformations involve significant non-rigid dynamics—such as loose clothing and soft tissues—that cannot be easily captured by skeletons alone. Free-form bones that conform closely to the surface can effectively capture non-rigid deformations but lack a kinematic structure necessary for intuitive control. Combining the two provides both deformation fidelity and intuitive control. We therefore propose a Scaffold-Skin Rigging System, termed skelebones, with three core steps: (1) Bones: compress temporally-consistent deformable Gaussians into free-form bones, approximating non-rigid surface deformations; (2) Skeleton: extract a Mean Curvature Skeleton from canonical Gaussians and refine it temporally, ensuring a category-agnostic, motion-adaptive, and topology-correct kinematic structure; (3) Binding: bind the skeleton and bones via non-parametric partwise motion matching, synthesizing novel bone motions by matching, retrieving, and blending existing ones. Collectively, these three steps enable us to compress the Level of Dynamics of the reconstructed Gaussian sequences into compact skelebones that are both controllable and expressive. We validate our approach on both synthetic and real-world datasets, achieving significant improvements in reanimation performance across unseen poses—with 17.3% PSNR gains over Linear Blend Skinning (LBS) and 21.7% over Bag-of-Bones (BoB)—while maintaining excellent reconstruction fidelity, particularly for characters exhibiting complex non-rigid surface dynamics. Our Partwise Motion Matching algorithm demonstrates strong generalization to both Gaussian and mesh representations, even under low-data regimes (~1000 frames), achieving 48.4% RMSE improvement over robust LBS and outperforming GRU- and MLP-based learning methods by >20%. Code will be made publicly available for research purposes.
Skinning evidence contracts onto a curve skeleton, reveals its kinematic tree, then grows free-form bones back on the reconstructed surface.
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PartMM binds the inner scaffold to the outer bones, so a new skeleton pose can retrieve and blend deformation already observed on the surface.
We thank Ling-Hao Chen for fruitful discussions on motion matching for retargeting, which inspired our shift from learning-based to matching-based approaches; and Peizhuo Li and Gengshan Yang for insightful feedback during the literature survey.
We are especially grateful to Siyuan Yu for his outstanding contributions to demo production and rendering. His exceptional technical professionalism, meticulous execution, and consistently high-quality work were instrumental in presenting the method clearly and effectively.
We also thank Yue Chen and Xingyu Chen for helpful suggestions on figure design; the members of Endless AI Lab for their discussions and proofreading; and the ActorsHQ, DNA-Rendering, DeformingThings4D, and VTO dataset teams for providing the datasets.
We also gratefully acknowledge the following open-source projects:
| BANMo | Deformable 4D reconstruction from casual videos |
| DressRecon | Freeform 4D human reconstruction |
| Dynamic 3D Gaussians | Persistent dynamic Gaussian tracking |
| RigGS | Gaussian-based articulated rigging |
| Mean Curvature Skeleton | Curve skeleton extraction via mean curvature flow |
| Coverage Axis | Compact medial-axis approximation via global surface coverage |
| Coverage Axis++ | Efficient skeletal point selection with coverage and uniformity |
| DemBones | Smooth skinning decomposition with rigid bones |
| Motion2Motion | Cross-topology motion transfer |
| Drop the GAN | Patch nearest-neighbor generative framework |
| GenMM | Generative motion matching from single examples |
This work is supported by the Research Center for Industries of the Future (RCIF) at Westlake University and the Westlake Education Foundation.