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Puppeteer: Rig and Animate Your 3D Models
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Puppeteer automatically rigs 3D meshes (auto-regressive joint-token skeleton generation plus attention-based skinning with topology-aware joint attention) and animates them via differentiable optimization guided by reference videos from video generators, trained on an expanded 59.4k-model Articulation-XL2.0 dataset.
Problem
Turning static 3D models into animated assets requires expert-driven rigging (skeleton and skinning weights) and animation, and existing automatic rigging methods generalize poorly, are slow, or only handle rigging without animation.
Approach
Combines a joint-based tokenization with hierarchical ordering and randomized joint-group order for an auto-regressive skeleton transformer, a skeleton-graph-distance attention (TAJA) for skinning weights, and a training-free differentiable optimization that fits joint rotations and root motion to video tracks and rendering losses.
Key results
- Skeleton generation: Ours achieves CD-J2J 3.033 on Articulation-XL2.0 vs 3.264 for MagicArticulate and 3.305 for UniRig (x10^-2).
- Skinning weights: Ours reaches 0.335 L1 on Articulation-XL2.0 vs 0.451 for MagicArticulate, and 87.6% precision.
- User study with 21 participants preferred the proposed animation over L4GM and MotionDreamer (e.g., 83.33% motion quality vs 16.67% for L4GM).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add diverse-pose training data | Puppeteer skeleton generation · Diverse-pose | CD-J2J (10^-2): 3.212 -> 2.514 | Helped |
| remove pose augmentation (ablation) | Puppeteer skeleton generation · Diverse-pose | CD-B2B (10^-2): 2.027 -> 3.629 | Hurt |
| remove order randomization (ablation) | Puppeteer skeleton generation · Articulation-XL2.0 | CD-B2B (10^-2): 1.923 -> 2.057 | Hurt |
| replace joint tokenization with bone tokenization (ablation) | Puppeteer skeleton generation · Articulation-XL2.0 | CD-B2B (10^-2): 1.923 -> 1.939 | No clear effect |
| replace hierarchical ordering with spatial ordering (ablation) | Puppeteer skeleton generation · Diverse-pose | CD-B2B (10^-2): 2.027 -> 2.295 | Hurt |
| add bone embeddings instead of joint embeddings (ablation) | Puppeteer skinning prediction · Diverse-pose | L1 error: 0.427 -> 0.405 | Helped |
| add topology-aware joint attention (TAJA) (ablation) | Puppeteer skinning prediction · Diverse-pose | L1 error: 0.414 -> 0.405 | Helped |
| add part-aware features (ablation) | Puppeteer skinning prediction · Diverse-pose | L1 error: 0.414 -> 0.405 | Helped |
| add pose augmentation (ablation) | Puppeteer skinning prediction · Diverse-pose | L1 error: 0.444 -> 0.405 | Helped |
| increase attention block depth from 1 to 2 (ablation) | Puppeteer skinning prediction · Articulation-XL2.0 | L1 error: 0.335 -> 0.316 | Helped |
| increase attention block depth from 1 to 2 (ablation) | Puppeteer skinning prediction · ModelsResource | L1 error: 0.443 -> 0.453 | Hurt |
| increase attention block depth from 1 to 3 (ablation) | Puppeteer skinning prediction · Articulation-XL2.0 | L1 error: 0.335 -> 0.317 | Helped |
Surprising findings
- Spatial ordering of joints, used by prior work, frequently yields disconnected skeletons, motivating hierarchical ordering.
- Training with a larger skinning network (depth 2 or 3) degraded performance on ModelsResource, attributed to orientation distribution differences.
Limitations
- Cannot capture fine-scale deformations (hair, cloth) because no skeleton joints are generated for those parts.
- Animation relies on per-scene optimization, preventing real-time deployment.
- Animation quality depends on the quality of the video generator and on single-view occlusion.
Experimental setup
Datasets: Articulation-XL2.0 Objaverse-XL Diffusion4D SMALR ModelsResource
Benchmarks: Articulation-XL2.0-test ModelsResource-test Diverse-pose subset
Metrics: CD-J2J CD-J2B CD-B2B precision recall L1 error average distance error inference time user study preference
Baselines: Pinocchio RigNet MagicArticulate UniRig GVB L4GM MotionDreamer
Builds on: MagicArticulate RigNet PartField OPT CoTracker3
Closest papers by meaning
- Rigel3D: Rig-aware Latents for Animation-Ready 3D Asset Generation (NeurIPS 2026 · similarity 0.92)
- HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset (CVPR 2025 · similarity 0.88)
- MagicArticulate: Make Your 3D Models Articulation-Ready (CVPR 2025 · similarity 0.88)
- Make-It-Animatable: An Efficient Framework for Authoring Animation-Ready 3D Characters (CVPR 2025 · similarity 0.87)
- TapMo: Shape-aware Motion Generation of Skeleton-free Characters (ICLR 2024 · similarity 0.85)
- DRiVE: Diffusion-based Rigging Empowers Generation of Versatile and Expressive Characters (CVPR 2025 · similarity 0.85)
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