An Autonomous Puppeteering System


Project Idea

This project is an electronic puppeteering system inspired by Neferpitou’s Nen-based manipulation from Hunter x Hunter. It explores themes of control, autonomy, and possession through a controller entity that governs the movement of a skeletal puppet.

Inspiration image for the puppeteering system
Img shows Neferpitou's Nen Puppets- Terpsichora and Puppeteering respectively. Img source: Pinterest

The system operates autonomously through pre-programmed motion sequences. I'm thinking movements like slow head tilt - pause - sudden jerk, arm lifts as if resisting then drops. Repetitive, clinical movements. Each sequence is loopable, time-based and/or triggered by presence or touch.

From here 2 things can be explored:

  1. The puppeteer is programmed to control the puppet.
  2. The puppet moves as if possessed, while the puppeteers digits/hand move out of sync which sell the whole eerie part and acts as a visual representation of invisible electronic control.

Project Architecture Overview:

This project consists of two primary entities:

  1. Controller Entity (Puppeteer Unit)
  2. Skeletal Puppet (Actuated Entity)
System breakdown: electronics, power, inputs, and outputs.
Microntroller parts and fabrication process for different parts.

System Structure:

At its core, the system is built around a custom electronics architecture:

  1. Microcontroller: XIAO (RP2040) with custom PCB design
  2. Power Supply: LiPo battery with voltage regulation
  3. Actuation: Servo motors driving articulated joints
  4. Optional Inputs: Environmental sensors or manual interface devices
  5. Outputs: Movement, light feedback, and possible sound elements

Rather than directly mirroring user input, the system filters and transforms signals through timing logic, motion constraints, and behavioural state switching. This creates movement that feels delayed, resistant, and semi-autonomous rather than fully obedient.
The behaviour-state framework allows the puppet to transition between idle, active, disturbed, and looping motion patterns, reinforcing themes of mediated control and constrained autonomy. The controller entity houses the electronics, power system, and logic. The puppet receives processed signals and translates them into constrained physical motion.

Control Logic:

The project does not rely solely on fixed choreography. Instead, it operates through a flexible control framework that may include:

    · Sensor-driven responses (light, sound, proximity)
    · Manual input (joystick or button interface)
    · Hybrid interaction models
Regardless of the input structure, movement is always filtered through programmed constraints. The puppet does not act independently; its motion is mediated, processed, and imposed.

Physical Fabrication:

    · Controller Entity: Laser-cut or 3D-printed enclosure housing electronics
    · Puppet Entity: Abstract skeletal structure fabricated through 3D printing and optional molding/casting
    · Threads: Led strips/physical strings connecting both entities as a symbolic representation of control