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

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