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GaussiAnimate: Reconstruct and Rig Animatable Categories with Level of Dynamics

Jiaxin Wang, Dongxin Lyu, Zeyu Cai, Zhiyang Dou, Cheng Lin, Anpei Chen, Yuliang Xiu

Abstract

Free-form bones, that conform closely to the surface, can effectively capture non-rigid deformations, but lack a kinematic structure necessary for intuitive control. Thus, we propose a Scaffold-Skin Rigging System, termed "Skelebones", with three key 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 (PartMM), synthesizing novel bone motions by matching, retrieving, and blending existing ones. Collectively, these three steps enable us to compress the Level of Dynamics of 4D shapes 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, especially under low-data regime (~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 at cookmaker.cn/gaussianimate.

GaussiAnimate: Reconstruct and Rig Animatable Categories with Level of Dynamics

Abstract

Free-form bones, that conform closely to the surface, can effectively capture non-rigid deformations, but lack a kinematic structure necessary for intuitive control. Thus, we propose a Scaffold-Skin Rigging System, termed "Skelebones", with three key 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 (PartMM), synthesizing novel bone motions by matching, retrieving, and blending existing ones. Collectively, these three steps enable us to compress the Level of Dynamics of 4D shapes 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, especially under low-data regime (~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 at cookmaker.cn/gaussianimate.

Paper Structure

This paper contains 8 sections, 10 equations, 6 figures, 1 table, 1 algorithm.

Figures (6)

  • Figure 1: GaussiAnimate is designed to: 1) rig diverse animatable entities—typically featuring a soft exterior and rigid core (e.g., clothed humans, quadrupeds, bipeds, birds, and garments)—from either reconstructed consistent 4DGS or mesh sequences. This relies on a novel skelebones representation that balances the intuitive control of kinematic skeletons with the deformation fidelity of free-form bones; and 2) animate these rigged entities non-parametrically via Partwise Motion Matching (PartMM), where skeletons drive the bones, enabling kinematic control over non-rigid deformations.
  • Figure 2: Pipeline Overview Given a monocular or multi-view video, our method reconstructs a consistent 4DGS, extracts the inner skeleton via curve skeletonization tagliasacchi2012mean and the outer free-from bones via SSDR SSDR, together forming "skelebones", which are then used to build motion database.
  • Figure 3: Inner Skeleton Initialization We first extract the curve skeleton (A) of the object in the canonical space. Then we estimate the joint locations on the curve skeleton through skinning analysis. Specifically, we project the skinning weights of the 3D points onto the curve skeleton (B), and then identify positions along the 1D curve where neighboring skinning weights exhibit the highest similarity as potential joint locations (C). Finally, we traverse the curve skeleton using Depth-First Search (DFS) to construct the kinematic tree (D).
  • Figure 4: Partwise Motion Matching (PartMM). Given a novel inner-skeleton pose sequence, we animate skelebones by synthesizing outer-bone motion via part-wise matching. Our method: (a) decomposes the kinematic tree into multiple parts (shown as two parts; user-defined in practice); (b) extracts part-wise motion patches $R_{\mathcal{J}}^{\text{novel}}$ from the novel pose sequence; (c) queries these patches against a pre-built motion database to retrieve similar patches to recompile, and then perform part-level spatial alignment. Iterating step (c) yields the final motion $T_{\mathcal{B}}^{\text{novel}}$.
  • Figure 5: Part Alignment. Since perfect skeletal matching is rare, we further compute the optimal rotation to compensate.
  • ...and 1 more figures