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Puppeteer: Rig and Animate Your 3D Models

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arxiv 2508.10898 v1 pith:WES3GHVI submitted 2025-08-14 cs.CV cs.GR

classification cs.CVcs.GR
keywords animationcontentriggingskeletaladvancesanimationsassetscreation
verification ladder T0 review T1 audit T2 compute T3 formal
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Modern interactive applications increasingly demand dynamic 3D content, yet the transformation of static 3D models into animated assets constitutes a significant bottleneck in content creation pipelines. While recent advances in generative AI have revolutionized static 3D model creation, rigging and animation continue to depend heavily on expert intervention. We present Puppeteer, a comprehensive framework that addresses both automatic rigging and animation for diverse 3D objects. Our system first predicts plausible skeletal structures via an auto-regressive transformer that introduces a joint-based tokenization strategy for compact representation and a hierarchical ordering methodology with stochastic perturbation that enhances bidirectional learning capabilities. It then infers skinning weights via an attention-based architecture incorporating topology-aware joint attention that explicitly encodes inter-joint relationships based on skeletal graph distances. Finally, we complement these rigging advances with a differentiable optimization-based animation pipeline that generates stable, high-fidelity animations while being computationally more efficient than existing approaches. Extensive evaluations across multiple benchmarks demonstrate that our method significantly outperforms state-of-the-art techniques in both skeletal prediction accuracy and skinning quality. The system robustly processes diverse 3D content, ranging from professionally designed game assets to AI-generated shapes, producing temporally coherent animations that eliminate the jittering issues common in existing methods.

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Cited by 5 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. ViP-Rig: Visual-Prompted Controllable Rigging

    cs.CV 2026-07 conditional novelty 6.0 of 10

    2D skeletal sketches and rigidity maps injected via gated adapters into frozen UniRig and Puppeteer backbones recover target rigs better than geometry-only baselines and support iterative editing.

  2. Muses: Designing, Composing, Generating Nonexistent Fantasy 3D Creatures without Training

    cs.CV 2026-01 conditional novelty 6.0 of 10

    Muses creates new fantasy 3D animals by designing a combined skeleton, fusing voxel parts from separate 3D models along that skeleton, then restyling textures via image editing — with no training.

  3. MorphGS: Morphology-Adaptive Articulated 3D Motion Transfer from Videos

    cs.CV 2026-01 conditional novelty 6.0 of 10

    MorphGS retargets motion from a monocular video onto a rigged 3D character by optimizing target morphology and pose with image-space losses, without 3D source reconstruction or parametric templates.

  4. TextMesh4D: Zero-shot Text-to-4D Mesh Generation

    cs.CV 2025-06 conditional novelty 5.0 of 10

    TextMesh4D generates text-conditioned dynamic meshes by combining a Jacobian Deformation Field, video score distillation, and a local-global semantic regularizer in a zero-shot pipeline.

  5. Advances in 4D Representation: Geometry, Motion, and Interaction

    cs.CV 2025-10 conditional novelty 4.0 of 10

    A representation-centric survey of 4D generation and reconstruction, organized by geometry, motion, and interaction, with qualitative trade-off comparisons across seven representation families.

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