GaussiAnimate: Rig Animatable Categories with Level of Dynamics

SIGGRAPH Asia 2026 · Conference Track
1Westlake University    2Nanjing University    3University of Hong Kong    4Macau University of Science and Technology
* Corresponding author
TL;DR
  1. Projecting skinning onto the medial axis yields a kinematic tree.
  2. We propose an inner–outer skeleton representation and drive the outer skeleton with motion matching.
{wangjiaxin, lyudongxin, chenanpei, xiuyuliang}@westlake.edu.cn, caizeyu010612@gmail.com, zhiyang0@connect.hku.hk, chenglin@must.edu.mo

Abstract

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.

From Geometry to Skelebones

Skinning evidence contracts onto a curve skeleton, reveals its kinematic tree, then grows free-form bones back on the reconstructed surface.

01 Skinning field
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  1. 01 Skinning field Geometry reveals part correspondence
  2. 02 Curve projection Surface evidence contracts to the medial curve
  3. 03 Kinematic tree Joints and topology become explicit
  4. 04 Free-form bones Outer controls grow on the restored surface

PartMM binds the inner scaffold to the outer bones, so a new skeleton pose can retrieve and blend deformation already observed on the surface.

Results on VTO Datasets

1 / 5 - Tshirt1
Tshirt1
Tshirt2
Tshirt3
Dress1
Dress2

GT

Skeleton

Bones

Animation Result

GT

Ours

FullMM

GRU

MLP

Error Map

GT

Ours

FullMM

GRU

MLP

Overlap

Ours

FullMM

GRU

MLP

GT

Skeleton

Bones

Animation Result

GT

Ours

FullMM

GRU

MLP

Error Map

GT

Ours

FullMM

GRU

MLP

Overlap

Ours

FullMM

GRU

MLP

GT

Skeleton

Bones

Animation Result

GT

Ours

FullMM

GRU

MLP

Error Map

GT

Ours

FullMM

GRU

MLP

Overlap

Ours

FullMM

GRU

MLP

GT

Skeleton

Bones

Animation Result

GT

Ours

FullMM

GRU

MLP

Error Map

GT

Ours

FullMM

GRU

MLP

Overlap

Ours

FullMM

GRU

MLP

GT

Skeleton

Bones

Animation Result

GT

Ours

FullMM

GRU

MLP

Error Map

GT

Ours

FullMM

GRU

MLP

Overlap

Ours

FullMM

GRU

MLP

Results on DeformingThings4D Datasets

1 / 5 - lepoard
lepoard
bull tail
cattle jump
chicken
fish

GT

Skeleton

Bones

Animation Result

GT

Ours

FullMM

GRU

MLP

LBS

Error Map

GT

Ours

FullMM

GRU

MLP

LBS

Overlap

Ours

FullMM

GRU

MLP

LBS

GT

Skeleton

Bones

Animation Result

GT

Ours

FullMM

GRU

MLP

LBS

Error Map

GT

Ours

FullMM

GRU

MLP

LBS

Overlap

Ours

FullMM

GRU

MLP

LBS

GT

Skeleton

Bones

Animation Result

GT

Ours

FullMM

GRU

MLP

LBS

Error Map

GT

Ours

FullMM

GRU

MLP

LBS

Overlap

Ours

FullMM

GRU

MLP

LBS

GT

Skeleton

Bones

Animation Result

GT

Ours

FullMM

GRU

MLP

LBS

Error Map

GT

Ours

FullMM

GRU

MLP

LBS

Overlap

Ours

FullMM

GRU

MLP

LBS

GT

Skeleton

Bones

Animation Result

GT

Ours

FullMM

GRU

MLP

LBS

Error Map

GT

Ours

FullMM

GRU

MLP

LBS

Overlap

Ours

FullMM

GRU

MLP

LBS

Result on ActorsHQ Dataset

1 / 3 - Actor01 Seq01
Actor01 Seq01
Actor02 Seq01
Actor04 Seq02

Recon PC

Rendering

Skeleton

Bones

Animation Result (View1)

GT

D3DGS

Ours

Bob

LBS

Animation Result (View2)

GT

D3DGS

Ours

Bob

LBS

Rendering Result (View1)

GT

D3DGS

Ours

Bob

LBS

Rendering Result (View2)

GT

D3DGS

Ours

Bob

LBS

Recon PC

Rendering

Skeleton

Bones

Animation Result (View1)

GT

D3DGS

Ours

Bob

LBS

Animation Result (View2)

GT

D3DGS

Ours

Bob

LBS

Rendering Result (View1)

GT

D3DGS

Ours

Bob

LBS

Rendering Result (View2)

GT

D3DGS

Ours

Bob

LBS

Recon PC

Rendering

Skeleton

Bones

Animation Result (View1)

GT

D3DGS

Ours

Bob

LBS

Animation Result (View2)

GT

D3DGS

Ours

Bob

LBS

Rendering Result (View1)

GT

D3DGS

Ours

Bob

LBS

Rendering Result (View2)

GT

D3DGS

Ours

Bob

LBS

Acknowledgments

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:

BANMoDeformable 4D reconstruction from casual videos
DressReconFreeform 4D human reconstruction
Dynamic 3D GaussiansPersistent dynamic Gaussian tracking
RigGSGaussian-based articulated rigging
Mean Curvature SkeletonCurve skeleton extraction via mean curvature flow
Coverage AxisCompact medial-axis approximation via global surface coverage
Coverage Axis++Efficient skeletal point selection with coverage and uniformity
DemBonesSmooth skinning decomposition with rigid bones
Motion2MotionCross-topology motion transfer
Drop the GANPatch nearest-neighbor generative framework
GenMMGenerative 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.