Research

GaussiAnimate Proposes "Skelebones" to Rig and Animate Diverse Characters from 4D Gaussian Sequences

about 3 hours ago

Researchers from Westlake University, Nanjing University, the University of Hong Kong, and Macau University of Science and Technology have introduced GaussiAnimate, a rigging and animation system accepted to SIGGRAPH Asia 2026. The system targets a long-standing tension in character animation: kinematic skeletons offer intuitive control but struggle with non-rigid surface dynamics like loose clothing and soft tissue, while free-form bones capture those deformations but lack a structured control hierarchy. GaussiAnimate bridges the gap with a "skelebones" representation that combines a Mean Curvature Skeleton with free-form bones compressed from temporally-consistent deformable Gaussians.

Animation is driven non-parametrically via a Partwise Motion Matching (PartMM) algorithm, which retrieves and blends observed deformations in response to new skeleton poses without requiring large training datasets. The authors report a 17.3% PSNR improvement over Linear Blend Skinning and a 48.4% RMSE reduction over robust LBS in motion matching, with strong generalization across clothed humans, quadrupeds, birds, and garments. Code is slated for public release for research use.