Abstract

Automatic rigging is a fundamental task for both static 3D and dynamic 4D mesh animation, yet existing methods do not provide a unified feedforward solution for these two settings. While static 3D riggers achieve strong quality, they often provide limited control over bone count and become temporally unstable when applied frame by frame to dynamic meshes. Existing 4D methods, in contrast, typically rely on expensive per-sequence optimization. We propose FlowRig, a template-free and data-efficient framework for unified 3D and 4D skeleton generation. Built on flow matching, FlowRig generates temporally aligned skeletons for an entire sequence in a single feedforward pass, while naturally handling single-mesh 3D rigging. The model further supports explicit skeleton-count control, uncertainty estimation for candidate selection, and masking-based interpolation, forecasting, and backcasting. To address limited paired 4D rigging data, we adopt a curriculum that initializes from large-scale 3D rigging data and adapts to mid-scale 4D mesh-skeleton data. Experiments show that FlowRig achieves strong static 3D rigging performance with controllable bone complexity, as well as high-quality and temporally consistent 4D reconstruction and prediction results.

Method

FlowRig overview: mesh and noisy-skeleton encoders feed a flow matching transformer whose features are decoded by skeleton, graph and uncertainty heads.
FlowRig overview. We encode meshes into conditioning tokens, and initialize noisy skeleton slots, which are processed by a flow matching transformer to predict temporally aligned skeleton representations. The predicted features are decoded by the skeleton, graph, and uncertainty heads to recover 3D/4D rigging outputs, with uncertainty used for sample selection. n denotes the skeleton count, and ϕ denotes the unconditional token.

In-the-Wild Instances

Real DAVIS videos lifted to 4D meshes by ActionMesh, rigged by FlowRig. Our framework robustly handles structural mesh defects, such as explicit holes or artifacts, to yield spatio-temporally consistent skeletal outputs.

Choose a sequence

 

Input Overlay
↔
Input | Overlay4D mesh + skeleton · drag the divider to compare
Loading 4D…
Interactive 4Ddrag to rotate · scroll to zoom
Frame 01 / 24
Loading… Compare — drag the divider · Orbit — left drag · Pan — right drag or Shift + drag · Zoom — wheel or pinch

Dynamic Reconstruction

Skeletons for animated meshes, compared with the ground truth and Puppeteer.

Choose a sequence

 

GT
Ours FlowRig
Puppeteer
Video
Interactive 4D
drag · scroll · synced
Loading 4D…
Loading 4D…
Loading 4D…
Frame 01 / 24
Loading… Orbit — left drag · Pan — right drag or Shift + drag · Zoom — wheel or pinch

Static Reconstruction

Skeletons for static meshes on three benchmarks, compared with the ground truth and a baseline of your choice.

Choose a sequence

 

GT
Ours FlowRig
Interactive 3D drag · scroll · synced
Loading 3D…
Loading 3D…
Loading 3D…
Frame 01 / 72
Loading… Third column: pick a baseline from the menu · 3D: left drag orbit · right drag pan · wheel zoom

Dynamic Prediction

Given the skeleton on some frames, FlowRig predicts it on the others: forecasting the future, backcasting the past, or interpolating between keyframes. Please pick a task.

Task
Frame 01 / 24
Loading… Blue bones: observed frames · gold bones: predicted frames

Bibtex

@misc{guo2026flowrig,
          title={FlowRig: Unified Skeleton Generation for 3D and 4D Meshes via Flow Matching}, 
          author={Fengzhi Guo and Nate Morrill and Shiqi Li and Cheng Zhang},
          year={2026},
          eprint={xxxx},
          archivePrefix={arXiv},
          primaryClass={cs.CV},
          url={https://arxiv.org/abs/xxxx}, 
    }