Animates 3D characters with soft outer layers (loose clothes, animals) by adding floating nodes on top of a skeleton to capture jiggle and flow. Requires a captured motion sequence; code is on GitHub for research use.
GaussiAnimate
Research method that rigs animatable Gaussian characters with an inner kinematic skeleton and outer free-form bones.
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GaussiAnimate at a glance
- What is GaussiAnimate?
- GaussiAnimate is a research. Research method that rigs animatable Gaussian characters with an inner kinematic skeleton and outer free-form bones.
- Does GaussiAnimate work in the EU?
- Unverified. No explicit evidence found. Last verified 14 Nov 2026.
- How much does GaussiAnimate cost?
- Pricing unknown. Research project; code is described as for research use. No pricing information found.
- Where was GaussiAnimate shown?
- In 2 creator videos by Matt Wolfe, AI Search. Most recently by Matt Wolfe on 21 Oct 2026, at 20:07 in “11 AI Breakthroughs You Didn’t Know Existed”.
Sources: the vendor's own pages (linked above) and creator videos at the linked timestamps. EU status is information, not legal advice; see how we check.
GaussiAnimate is a research project from Westlake University (Endless AI Lab, per the project page) on rigging animatable characters such as quadrupeds and clothed humans. It proposes a "Scaffold-Skin Rigging System" called skelebones, which combines an inner kinematic skeleton for intuitive control with outer free-form bones that capture non-rigid surface dynamics such as loose clothing and soft tissue.
The pipeline has three steps. Temporally consistent deformable Gaussians are compressed into free-form bones. A Mean Curvature Skeleton is extracted from the canonical Gaussians and refined over time. The skeleton and bones are then bound by non-parametric partwise motion matching, which retrieves and blends observed bone motions to synthesize new ones. The authors report 17.3% PSNR gains over Linear Blend Skinning and 21.7% over Bag-of-Bones on unseen poses, and say the motion-matching step also works on mesh representations with about 1000 frames of data.
It is evaluated on VTO, DeformingThings4D and ActorsHQ datasets. It needs a reconstructed, captured motion sequence as input. The project page states that code will be made publicly available for research purposes. Creator coverage says code has been released, but no repository link or license appeared in the provided material. There is no hosted product.
- Inner kinematic skeleton plus outer free-form bones (skelebones)
- Handles loose clothing, soft tissue, and quadrupeds
- Partwise motion matching to synthesize novel bone motions
- Works on Gaussian and mesh representations
- Reported 17.3% PSNR gain over LBS and 21.7% over Bag-of-Bones
As seen on YouTube
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Animates 3D characters by combining skeleton motion with a flexible outer-surface representation, handling clothing, fur and animals. Code released.
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