Under review / 2026

Rig-from-Motion

RfM: Zero-shot rigging
from video
diffusion
models

Jointly optimizing skeletal structure,
skinning, and animation from video priors.

Shuohan Tao1Shunyuan Zheng2Boyao Zhou2

1 Georgia Institute of Technology · 2 Ant Group

Animation and learned skeletons
01 / GolemLearned skeleton
02 / CatLearned skeleton
03 / OctopusAnimation
Static mesh → Motion prior → Articulated rig
Static mesh + text prompts → skeleton, skinning, and animationOverview

Zero-shot rigging
from video
motion priors

RfM uses motion priors from a pretrained video diffusion model to optimize an articulated 3D skeleton.

Given a static mesh and text motion prompts, Rig-from-Motion jointly optimizes skeletal structure, skinning, and animation using a frozen video diffusion model. The method requires neither a manually rigged training set nor a fixed skeleton template.

A stochastic skeleton assigns an existence probability to each candidate joint. Motion-driven optimization jointly refines the structure and kinematics to produce a sparse articulated rig.

01

Zero-shot rigging

Uses pretrained motion priors without training on manually rigged examples.

02

Structure from motion

Learns which joints to keep alongside the motion they need to express.

03

Diverse mesh categories

Evaluated on humanoids, quadrupeds, aquatic creatures, and unusual forms.

Animation and
rigging results

Generated animations and learned skeletons. Select an example to view its result and text prompt.

Example 01 / 11Animation
RfM outputRendered animation · 256 × 256

Humanoid

The astronaut

“The astronaut is walking.”

Rendered results from the supplementary material. Skeleton overlays show the learned articulation.

View all 14 original animations

Method
overview

RfM optimizes skeletal topology, skinning, and kinematics through video diffusion supervision.

01

Initialize a dense skeleton

Voxelize the mesh, extract its medial structure, and build a tree of candidate joints. RBF skinning connects the mesh to this initial skeleton.

02

Distill a motion prior

Render motion from sampled viewpoints. Text-conditioned video score distillation guides the animation, while physical regularization improves its plausibility.

03

Optimize a sparse rig

Hard Concrete gates learn each joint’s activation. Sparsity and symmetry regularization refine the structure; pruning produces the final control skeleton.

RfM pipeline: dense skeleton initialization, differentiable animation and video diffusion supervision, then stochastic skeleton optimization and pruning
THE PIPELINE Jointly learning topology, skinning, and kinematics from a pretrained video diffusion prior. Expand ↗
Read the abstract

We present Rig-from-Motion (RfM), a zero-shot framework for automatic rigging and physically plausible free-view animation rendering. Unlike methods constrained by large, manually rigged datasets, RfM uses motion priors from a pretrained video diffusion model to animate a static mesh from text prompts while generating a fine-grained skeleton. Optimization is driven by a Score Distillation Sampling loss. A stochastic skeleton representation associates each potential joint with an existence probability, allowing the Hard Concrete distribution to optimize skeletal topology and kinematics jointly. Sparsity, self-intersection, and gravity regularization help discover a sparse, plausible skeletal structure. Qualitative and quantitative results support RfM as an alternative to conventional rigging techniques that does not require rigged training data.

Condensed from the paper. See the PDF for the complete abstract and formulation.

Regularization
ablations

Gravity and self-intersection regularization improve ground contact and reduce intersections between articulated parts.

Full RfM With regularization
Ablated model Without gravity regularization

Without gravity regularization, the wolf’s hind legs float. The full model maintains more plausible contact with the ground.

Quantitative
evaluation

Evaluated on 44 meshes: 24 sampled from RigXL and 20 out-of-distribution assets.

4.15/5

Anatomical correctness

OOD user study · 18 raters
0.84

Physical commonsense

VideoPhy · higher is better
1 hour

Optimization per mesh

Single NVIDIA A100 · 40 GB

Skeleton quality on unseen shapes

20 OOD meshes · 18 raters · Scores from 1 to 5 · Higher is better

TABLE 01
MethodCompleteness ↑Conciseness ↑Correctness ↑
RigNet2.692.532.50
UniRig2.733.232.89
MagicArticulate3.453.273.24
Puppeteer3.323.583.48
AnyMate3.541.841.90
RfM Ours3.974.134.15

Animation quality and runtime

VideoPhy semantic adherence (SA) and physical commonsense (PC)

TABLE 02
MethodSA ↑PC ↑Time per sample ↓
Puppeteer0.210.551 h
AKD0.340.7925 h
RfM Ours0.370.841 h

Values reported in the paper. All runtimes measured on one A100 40 GB. RfM optimizes each mesh and is slower than feed-forward rigging methods. See the paper for RigXL, skinning, and additional ablation results.

Skeleton comparisons of RigNet, UniRig, MagicArticulate, Puppeteer, AnyMate, and RfM on RigXL and out-of-distribution meshes
QUALITATIVE COMPARISON RigXL examples above; out-of-distribution examples below. Expand ↗
Limitations

RfM inherits biases from its video prior and can miss articulation when motion prompts fail to probe a functional part. Stronger motion priors can help, at a higher computational cost. Its per-mesh optimization also limits throughput.

Resources

Paper and
citation

RfM: Zero-Shot Rigging from
Video Diffusion Models

Read the full paper

Citation

@misc{tao2026rfm,
  title  = {RfM: Zero-Shot Rigging from
            Video Diffusion Models},
  author = {Tao, Shuohan and Zheng, Shunyuan
            and Zhou, Boyao},
  year   = {2026},
  note   = {Under review},
  url    = {https://shuohantao.github.io/rfm-project/}
}