# PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling

arXiv: https://arxiv.org/abs/2506.20936 · HTML: https://mlsanity.com/paper/2506.20936/

## Key facts

- Cited by 8 papers in the map (data through 14 Oct 2026).
- Builds on 32 of its 54 references that are in the map.
- First posted on arXiv 26 Jun 2025.

## Builds on (most cited first, 30 of 32)

- [Objaverse-XL: A Universe of 10M+ 3D Objects](https://mlsanity.com/paper/2307.05663/) (2023)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [A-NeRF: Articulated Neural Radiance Fields for Learning Human Shape, Appearance, and Pose](https://mlsanity.com/paper/2102.06199/) (2021)
- [ECON: Explicit Clothed humans Optimized via Normal integration](https://mlsanity.com/paper/2212.07422/) (2022)
- [BANMo: Building Animatable 3D Neural Models from Many Casual Videos](https://mlsanity.com/paper/2112.12761/) (2021)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [PhysDreamer: Physics-Based Interaction with 3D Objects via Video Generation](https://mlsanity.com/paper/2404.13026/) (2024)
- [GauHuman: Articulated Gaussian Splatting from Monocular Human Videos](https://mlsanity.com/paper/2312.02973/) (2023)
- [H-NeRF: Neural Radiance Fields for Rendering and Temporal Reconstruction of Humans in Motion](https://mlsanity.com/paper/2110.13746/) (2021)
- [HUGS: Human Gaussian Splats](https://mlsanity.com/paper/2311.17910/) (2023)
- [SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video](https://mlsanity.com/paper/2201.12792/) (2022)
- [GART: Gaussian Articulated Template Models](https://mlsanity.com/paper/2311.16099/) (2023)
- [LASR: Learning Articulated Shape Reconstruction from a Monocular Video](https://mlsanity.com/paper/2105.02976/) (2021)
- [NPMs: Neural Parametric Models for 3D Deformable Shapes](https://mlsanity.com/paper/2104.00702/) (2021)
- [Physics3D: Learning Physical Properties of 3D Gaussians via Video Diffusion](https://mlsanity.com/paper/2406.04338/) (2024)
- [Learning Neural Parametric Head Models](https://mlsanity.com/paper/2212.02761/) (2022)
- [HumanSplat: Generalizable Single-Image Human Gaussian Splatting with Structure Priors](https://mlsanity.com/paper/2406.12459/) (2024)
- [RigAnything: Template-Free Autoregressive Rigging for Diverse 3D Assets](https://mlsanity.com/paper/2502.09615/) (2025)
- [One Model to Rig Them All: Diverse Skeleton Rigging with UniRig](https://mlsanity.com/paper/2504.12451/) (2025)
- [MagicArticulate: Make Your 3D Models Articulation-Ready](https://mlsanity.com/paper/2502.12135/) (2025)
- [Point-Based Modeling of Human Clothing](https://mlsanity.com/paper/2104.08230/) (2021)
- [3D Pose Transfer with Correspondence Learning and Mesh Refinement](https://mlsanity.com/paper/2109.15025/) (2021)
- [Skeleton-free Pose Transfer for Stylized 3D Characters](https://mlsanity.com/paper/2208.00790/) (2022)
- [MagicPose4D: Crafting Articulated Models with Appearance and Motion Control](https://mlsanity.com/paper/2405.14017/) (2024)
- [Open-NeRF: Towards Open Vocabulary NeRF Decomposition](https://mlsanity.com/paper/2310.16383/) (2023)
- [OOSTraj: Out-of-Sight Trajectory Prediction With Vision-Positioning Denoising](https://mlsanity.com/paper/2404.02227/) (2024)
- [Weakly-supervised 3D Pose Transfer with Keypoints](https://mlsanity.com/paper/2307.13459/) (2023)
- [S3O: A Dual-Phase Approach for Reconstructing Dynamic Shape and Skeleton of Articulated Objects from Single Monocular Video](https://mlsanity.com/paper/2405.12607/) (2024)
- [Sync4D: Video Guided Controllable Dynamics for Physics-Based 4D Generation](https://mlsanity.com/paper/2405.16849/) (2024)

## Built on by (most cited first, 8 of 8)

- [Forge4D: Feed-Forward 4D Human Reconstruction and Interpolation from Uncalibrated Sparse-view Videos](https://mlsanity.com/paper/2509.24209/) (2025)
- [BiMotion: B-spline Motion for Text-guided Dynamic 3D Character Generation](https://mlsanity.com/paper/2602.18873/) (2026)
- [ViPS: Video-informed Pose Spaces for Auto-Rigged Meshes](https://mlsanity.com/paper/2604.17623/) (2026)
- [MimiCAT: Mimic with Correspondence-Aware Cascade-Transformer for Category-Free 3D Pose Transfer](https://mlsanity.com/paper/2511.18370/) (2025)
- [Follow Your Track: Precise Skeleton Animation Controlled by 3D Trajectories](https://mlsanity.com/paper/2606.25344/) (2026)
- [ArtHOI: Articulated Human-Object Interaction Synthesis by 4D Reconstruction from Video Priors](https://mlsanity.com/paper/2603.04338/) (2026)
- [GaussiAnimate: Rig Animatable Categories with Level of Dynamics](https://mlsanity.com/paper/2604.08547/) (2026)
- [RigPAPR: Rig-Based Animation of Static Neural Point Clouds from a Fixed-Viewpoint Video](https://mlsanity.com/paper/2606.06685/) (2026)

## Abstract (arXiv)

Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.
