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SubscribeMikuDance: Animating Character Art with Mixed Motion Dynamics
We propose MikuDance, a diffusion-based pipeline incorporating mixed motion dynamics to animate stylized character art. MikuDance consists of two key techniques: Mixed Motion Modeling and Mixed-Control Diffusion, to address the challenges of high-dynamic motion and reference-guidance misalignment in character art animation. Specifically, a Scene Motion Tracking strategy is presented to explicitly model the dynamic camera in pixel-wise space, enabling unified character-scene motion modeling. Building on this, the Mixed-Control Diffusion implicitly aligns the scale and body shape of diverse characters with motion guidance, allowing flexible control of local character motion. Subsequently, a Motion-Adaptive Normalization module is incorporated to effectively inject global scene motion, paving the way for comprehensive character art animation. Through extensive experiments, we demonstrate the effectiveness and generalizability of MikuDance across various character art and motion guidance, consistently producing high-quality animations with remarkable motion dynamics.
WalkTheDog: Cross-Morphology Motion Alignment via Phase Manifolds
We present a new approach for understanding the periodicity structure and semantics of motion datasets, independently of the morphology and skeletal structure of characters. Unlike existing methods using an overly sparse high-dimensional latent, we propose a phase manifold consisting of multiple closed curves, each corresponding to a latent amplitude. With our proposed vector quantized periodic autoencoder, we learn a shared phase manifold for multiple characters, such as a human and a dog, without any supervision. This is achieved by exploiting the discrete structure and a shallow network as bottlenecks, such that semantically similar motions are clustered into the same curve of the manifold, and the motions within the same component are aligned temporally by the phase variable. In combination with an improved motion matching framework, we demonstrate the manifold's capability of timing and semantics alignment in several applications, including motion retrieval, transfer and stylization. Code and pre-trained models for this paper are available at https://peizhuoli.github.io/walkthedog.
AnyTop: Character Animation Diffusion with Any Topology
Generating motion for arbitrary skeletons is a longstanding challenge in computer graphics, remaining largely unexplored due to the scarcity of diverse datasets and the irregular nature of the data. In this work, we introduce AnyTop, a diffusion model that generates motions for diverse characters with distinct motion dynamics, using only their skeletal structure as input. Our work features a transformer-based denoising network, tailored for arbitrary skeleton learning, integrating topology information into the traditional attention mechanism. Additionally, by incorporating textual joint descriptions into the latent feature representation, AnyTop learns semantic correspondences between joints across diverse skeletons. Our evaluation demonstrates that AnyTop generalizes well, even with as few as three training examples per topology, and can produce motions for unseen skeletons as well. Furthermore, our model's latent space is highly informative, enabling downstream tasks such as joint correspondence, temporal segmentation and motion editing. Our webpage, https://anytop2025.github.io/Anytop-page, includes links to videos and code.
MovieCharacter: A Tuning-Free Framework for Controllable Character Video Synthesis
Recent advancements in character video synthesis still depend on extensive fine-tuning or complex 3D modeling processes, which can restrict accessibility and hinder real-time applicability. To address these challenges, we propose a simple yet effective tuning-free framework for character video synthesis, named MovieCharacter, designed to streamline the synthesis process while ensuring high-quality outcomes. Our framework decomposes the synthesis task into distinct, manageable modules: character segmentation and tracking, video object removal, character motion imitation, and video composition. This modular design not only facilitates flexible customization but also ensures that each component operates collaboratively to effectively meet user needs. By leveraging existing open-source models and integrating well-established techniques, MovieCharacter achieves impressive synthesis results without necessitating substantial resources or proprietary datasets. Experimental results demonstrate that our framework enhances the efficiency, accessibility, and adaptability of character video synthesis, paving the way for broader creative and interactive applications.
AnimateScene: Camera-controllable Animation in Any Scene
3D scene reconstruction and 4D human animation have seen rapid progress and broad adoption in recent years. However, seamlessly integrating reconstructed scenes with 4D human animation to produce visually engaging results remains challenging. One key difficulty lies in placing the human at the correct location and scale within the scene while avoiding unrealistic interpenetration. Another challenge is that the human and the background may exhibit different lighting and style, leading to unrealistic composites. In addition, appealing character motion videos are often accompanied by camera movements, which means that the viewpoints need to be reconstructed along a specified trajectory. We present AnimateScene, which addresses the above issues in a unified framework. First, we design an accurate placement module that automatically determines a plausible 3D position for the human and prevents any interpenetration within the scene during motion. Second, we propose a training-free style alignment method that adapts the 4D human representation to match the background's lighting and style, achieving coherent visual integration. Finally, we design a joint post-reconstruction method for both the 4D human and the 3D scene that allows camera trajectories to be inserted, enabling the final rendered video to feature visually appealing camera movements. Extensive experiments show that AnimateScene generates dynamic scene videos with high geometric detail and spatiotemporal coherence across various camera and action combinations.
Garment Animation NeRF with Color Editing
Generating high-fidelity garment animations through traditional workflows, from modeling to rendering, is both tedious and expensive. These workflows often require repetitive steps in response to updates in character motion, rendering viewpoint changes, or appearance edits. Although recent neural rendering offers an efficient solution for computationally intensive processes, it struggles with rendering complex garment animations containing fine wrinkle details and realistic garment-and-body occlusions, while maintaining structural consistency across frames and dense view rendering. In this paper, we propose a novel approach to directly synthesize garment animations from body motion sequences without the need for an explicit garment proxy. Our approach infers garment dynamic features from body motion, providing a preliminary overview of garment structure. Simultaneously, we capture detailed features from synthesized reference images of the garment's front and back, generated by a pre-trained image model. These features are then used to construct a neural radiance field that renders the garment animation video. Additionally, our technique enables garment recoloring by decomposing its visual elements. We demonstrate the generalizability of our method across unseen body motions and camera views, ensuring detailed structural consistency. Furthermore, we showcase its applicability to color editing on both real and synthetic garment data. Compared to existing neural rendering techniques, our method exhibits qualitative and quantitative improvements in garment dynamics and wrinkle detail modeling. Code is available at https://github.com/wrk226/GarmentAnimationNeRF.
InsActor: Instruction-driven Physics-based Characters
Generating animation of physics-based characters with intuitive control has long been a desirable task with numerous applications. However, generating physically simulated animations that reflect high-level human instructions remains a difficult problem due to the complexity of physical environments and the richness of human language. In this paper, we present InsActor, a principled generative framework that leverages recent advancements in diffusion-based human motion models to produce instruction-driven animations of physics-based characters. Our framework empowers InsActor to capture complex relationships between high-level human instructions and character motions by employing diffusion policies for flexibly conditioned motion planning. To overcome invalid states and infeasible state transitions in planned motions, InsActor discovers low-level skills and maps plans to latent skill sequences in a compact latent space. Extensive experiments demonstrate that InsActor achieves state-of-the-art results on various tasks, including instruction-driven motion generation and instruction-driven waypoint heading. Notably, the ability of InsActor to generate physically simulated animations using high-level human instructions makes it a valuable tool, particularly in executing long-horizon tasks with a rich set of instructions.
Kling-Avatar: Grounding Multimodal Instructions for Cascaded Long-Duration Avatar Animation Synthesis
Recent advances in audio-driven avatar video generation have significantly enhanced audio-visual realism. However, existing methods treat instruction conditioning merely as low-level tracking driven by acoustic or visual cues, without modeling the communicative purpose conveyed by the instructions. This limitation compromises their narrative coherence and character expressiveness. To bridge this gap, we introduce Kling-Avatar, a novel cascaded framework that unifies multimodal instruction understanding with photorealistic portrait generation. Our approach adopts a two-stage pipeline. In the first stage, we design a multimodal large language model (MLLM) director that produces a blueprint video conditioned on diverse instruction signals, thereby governing high-level semantics such as character motion and emotions. In the second stage, guided by blueprint keyframes, we generate multiple sub-clips in parallel using a first-last frame strategy. This global-to-local framework preserves fine-grained details while faithfully encoding the high-level intent behind multimodal instructions. Our parallel architecture also enables fast and stable generation of long-duration videos, making it suitable for real-world applications such as digital human livestreaming and vlogging. To comprehensively evaluate our method, we construct a benchmark of 375 curated samples covering diverse instructions and challenging scenarios. Extensive experiments demonstrate that Kling-Avatar is capable of generating vivid, fluent, long-duration videos at up to 1080p and 48 fps, achieving superior performance in lip synchronization accuracy, emotion and dynamic expressiveness, instruction controllability, identity preservation, and cross-domain generalization. These results establish Kling-Avatar as a new benchmark for semantically grounded, high-fidelity audio-driven avatar synthesis.
AniSora: Exploring the Frontiers of Animation Video Generation in the Sora Era
Animation has gained significant interest in the recent film and TV industry. Despite the success of advanced video generation models like Sora, Kling, and CogVideoX in generating natural videos, they lack the same effectiveness in handling animation videos. Evaluating animation video generation is also a great challenge due to its unique artist styles, violating the laws of physics and exaggerated motions. In this paper, we present a comprehensive system, AniSora, designed for animation video generation, which includes a data processing pipeline, a controllable generation model, and an evaluation dataset. Supported by the data processing pipeline with over 10M high-quality data, the generation model incorporates a spatiotemporal mask module to facilitate key animation production functions such as image-to-video generation, frame interpolation, and localized image-guided animation. We also collect an evaluation benchmark of 948 various animation videos, the evaluation on VBench and human double-blind test demonstrates consistency in character and motion, achieving state-of-the-art results in animation video generation. Our evaluation benchmark will be publicly available at https://github.com/bilibili/Index-anisora.
Progress and Prospects in 3D Generative AI: A Technical Overview including 3D human
While AI-generated text and 2D images continue to expand its territory, 3D generation has gradually emerged as a trend that cannot be ignored. Since the year 2023 an abundant amount of research papers has emerged in the domain of 3D generation. This growth encompasses not just the creation of 3D objects, but also the rapid development of 3D character and motion generation. Several key factors contribute to this progress. The enhanced fidelity in stable diffusion, coupled with control methods that ensure multi-view consistency, and realistic human models like SMPL-X, contribute synergistically to the production of 3D models with remarkable consistency and near-realistic appearances. The advancements in neural network-based 3D storing and rendering models, such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS), have accelerated the efficiency and realism of neural rendered models. Furthermore, the multimodality capabilities of large language models have enabled language inputs to transcend into human motion outputs. This paper aims to provide a comprehensive overview and summary of the relevant papers published mostly during the latter half year of 2023. It will begin by discussing the AI generated object models in 3D, followed by the generated 3D human models, and finally, the generated 3D human motions, culminating in a conclusive summary and a vision for the future.
MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting
Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.
CharaConsist: Fine-Grained Consistent Character Generation
In text-to-image generation, producing a series of consistent contents that preserve the same identity is highly valuable for real-world applications. Although a few works have explored training-free methods to enhance the consistency of generated subjects, we observe that they suffer from the following problems. First, they fail to maintain consistent background details, which limits their applicability. Furthermore, when the foreground character undergoes large motion variations, inconsistencies in identity and clothing details become evident. To address these problems, we propose CharaConsist, which employs point-tracking attention and adaptive token merge along with decoupled control of the foreground and background. CharaConsist enables fine-grained consistency for both foreground and background, supporting the generation of one character in continuous shots within a fixed scene or in discrete shots across different scenes. Moreover, CharaConsist is the first consistent generation method tailored for text-to-image DiT model. Its ability to maintain fine-grained consistency, combined with the larger capacity of latest base model, enables it to produce high-quality visual outputs, broadening its applicability to a wider range of real-world scenarios. The source code has been released at https://github.com/Murray-Wang/CharaConsist
A Survey on Long-Video Storytelling Generation: Architectures, Consistency, and Cinematic Quality
Despite the significant progress that has been made in video generative models, existing state-of-the-art methods can only produce videos lasting 5-16 seconds, often labeled "long-form videos". Furthermore, videos exceeding 16 seconds struggle to maintain consistent character appearances and scene layouts throughout the narrative. In particular, multi-subject long videos still fail to preserve character consistency and motion coherence. While some methods can generate videos up to 150 seconds long, they often suffer from frame redundancy and low temporal diversity. Recent work has attempted to produce long-form videos featuring multiple characters, narrative coherence, and high-fidelity detail. We comprehensively studied 32 papers on video generation to identify key architectural components and training strategies that consistently yield these qualities. We also construct a comprehensive novel taxonomy of existing methods and present comparative tables that categorize papers by their architectural designs and performance characteristics.
Animate-X: Universal Character Image Animation with Enhanced Motion Representation
Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X, a universal animation framework based on LDM for various character types (collectively named X), including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of LDM by simulating possible inputs in advance that may arise during inference. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A^2Bench) to evaluate the performance of Animate-X on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X compared to state-of-the-art methods.
Story-to-Motion: Synthesizing Infinite and Controllable Character Animation from Long Text
Generating natural human motion from a story has the potential to transform the landscape of animation, gaming, and film industries. A new and challenging task, Story-to-Motion, arises when characters are required to move to various locations and perform specific motions based on a long text description. This task demands a fusion of low-level control (trajectories) and high-level control (motion semantics). Previous works in character control and text-to-motion have addressed related aspects, yet a comprehensive solution remains elusive: character control methods do not handle text description, whereas text-to-motion methods lack position constraints and often produce unstable motions. In light of these limitations, we propose a novel system that generates controllable, infinitely long motions and trajectories aligned with the input text. (1) We leverage contemporary Large Language Models to act as a text-driven motion scheduler to extract a series of (text, position, duration) pairs from long text. (2) We develop a text-driven motion retrieval scheme that incorporates motion matching with motion semantic and trajectory constraints. (3) We design a progressive mask transformer that addresses common artifacts in the transition motion such as unnatural pose and foot sliding. Beyond its pioneering role as the first comprehensive solution for Story-to-Motion, our system undergoes evaluation across three distinct sub-tasks: trajectory following, temporal action composition, and motion blending, where it outperforms previous state-of-the-art motion synthesis methods across the board. Homepage: https://story2motion.github.io/.
Programmable Motion Generation for Open-Set Motion Control Tasks
Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.
Autonomous Character-Scene Interaction Synthesis from Text Instruction
Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These requirements pose challenges for current models, leading to a notable gap in automating the animation of characters from simple human inputs. This paper addresses this challenge by introducing a comprehensive framework for synthesizing multi-stage scene-aware interaction motions directly from a single text instruction and goal location. Our approach employs an auto-regressive diffusion model to synthesize the next motion segment, along with an autonomous scheduler predicting the transition for each action stage. To ensure that the synthesized motions are seamlessly integrated within the environment, we propose a scene representation that considers the local perception both at the start and the goal location. We further enhance the coherence of the generated motion by integrating frame embeddings with language input. Additionally, to support model training, we present a comprehensive motion-captured dataset comprising 16 hours of motion sequences in 120 indoor scenes covering 40 types of motions, each annotated with precise language descriptions. Experimental results demonstrate the efficacy of our method in generating high-quality, multi-stage motions closely aligned with environmental and textual conditions.
Animate-X++: Universal Character Image Animation with Dynamic Backgrounds
Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Furthermore, previous methods could only generate videos with static backgrounds, which limits the realism of the videos. For the first challenge, our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X++, a universal animation framework based on DiT for various character types, including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of DiT by simulating possible inputs in advance that may arise during inference. For the second challenge, we introduce a multi-task training strategy that jointly trains the animation and TI2V tasks. Combined with the proposed partial parameter training, this approach achieves not only character animation but also text-driven background dynamics, making the videos more realistic. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A2Bench) to evaluate the performance of Animate-X++ on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X++.
Animate Anyone 2: High-Fidelity Character Image Animation with Environment Affordance
Recent character image animation methods based on diffusion models, such as Animate Anyone, have made significant progress in generating consistent and generalizable character animations. However, these approaches fail to produce reasonable associations between characters and their environments. To address this limitation, we introduce Animate Anyone 2, aiming to animate characters with environment affordance. Beyond extracting motion signals from source video, we additionally capture environmental representations as conditional inputs. The environment is formulated as the region with the exclusion of characters and our model generates characters to populate these regions while maintaining coherence with the environmental context. We propose a shape-agnostic mask strategy that more effectively characterizes the relationship between character and environment. Furthermore, to enhance the fidelity of object interactions, we leverage an object guider to extract features of interacting objects and employ spatial blending for feature injection. We also introduce a pose modulation strategy that enables the model to handle more diverse motion patterns. Experimental results demonstrate the superior performance of the proposed method.
Generative AI for Character Animation: A Comprehensive Survey of Techniques, Applications, and Future Directions
Generative AI is reshaping art, gaming, and most notably animation. Recent breakthroughs in foundation and diffusion models have reduced the time and cost of producing animated content. Characters are central animation components, involving motion, emotions, gestures, and facial expressions. The pace and breadth of advances in recent months make it difficult to maintain a coherent view of the field, motivating the need for an integrative review. Unlike earlier overviews that treat avatars, gestures, or facial animation in isolation, this survey offers a single, comprehensive perspective on all the main generative AI applications for character animation. We begin by examining the state-of-the-art in facial animation, expression rendering, image synthesis, avatar creation, gesture modeling, motion synthesis, object generation, and texture synthesis. We highlight leading research, practical deployments, commonly used datasets, and emerging trends for each area. To support newcomers, we also provide a comprehensive background section that introduces foundational models and evaluation metrics, equipping readers with the knowledge needed to enter the field. We discuss open challenges and map future research directions, providing a roadmap to advance AI-driven character-animation technologies. This survey is intended as a resource for researchers and developers entering the field of generative AI animation or adjacent fields. Resources are available at: https://github.com/llm-lab-org/Generative-AI-for-Character-Animation-Survey.
Motion Avatar: Generate Human and Animal Avatars with Arbitrary Motion
In recent years, there has been significant interest in creating 3D avatars and motions, driven by their diverse applications in areas like film-making, video games, AR/VR, and human-robot interaction. However, current efforts primarily concentrate on either generating the 3D avatar mesh alone or producing motion sequences, with integrating these two aspects proving to be a persistent challenge. Additionally, while avatar and motion generation predominantly target humans, extending these techniques to animals remains a significant challenge due to inadequate training data and methods. To bridge these gaps, our paper presents three key contributions. Firstly, we proposed a novel agent-based approach named Motion Avatar, which allows for the automatic generation of high-quality customizable human and animal avatars with motions through text queries. The method significantly advanced the progress in dynamic 3D character generation. Secondly, we introduced a LLM planner that coordinates both motion and avatar generation, which transforms a discriminative planning into a customizable Q&A fashion. Lastly, we presented an animal motion dataset named Zoo-300K, comprising approximately 300,000 text-motion pairs across 65 animal categories and its building pipeline ZooGen, which serves as a valuable resource for the community. See project website https://steve-zeyu-zhang.github.io/MotionAvatar/
FlexiClip: Locality-Preserving Free-Form Character Animation
Animating clipart images with seamless motion while maintaining visual fidelity and temporal coherence presents significant challenges. Existing methods, such as AniClipart, effectively model spatial deformations but often fail to ensure smooth temporal transitions, resulting in artifacts like abrupt motions and geometric distortions. Similarly, text-to-video (T2V) and image-to-video (I2V) models struggle to handle clipart due to the mismatch in statistical properties between natural video and clipart styles. This paper introduces FlexiClip, a novel approach designed to overcome these limitations by addressing the intertwined challenges of temporal consistency and geometric integrity. FlexiClip extends traditional B\'ezier curve-based trajectory modeling with key innovations: temporal Jacobians to correct motion dynamics incrementally, continuous-time modeling via probability flow ODEs (pfODEs) to mitigate temporal noise, and a flow matching loss inspired by GFlowNet principles to optimize smooth motion transitions. These enhancements ensure coherent animations across complex scenarios involving rapid movements and non-rigid deformations. Extensive experiments validate the effectiveness of FlexiClip in generating animations that are not only smooth and natural but also structurally consistent across diverse clipart types, including humans and animals. By integrating spatial and temporal modeling with pre-trained video diffusion models, FlexiClip sets a new standard for high-quality clipart animation, offering robust performance across a wide range of visual content. Project Page: https://creative-gen.github.io/flexiclip.github.io/
CLoSD: Closing the Loop between Simulation and Diffusion for multi-task character control
Motion diffusion models and Reinforcement Learning (RL) based control for physics-based simulations have complementary strengths for human motion generation. The former is capable of generating a wide variety of motions, adhering to intuitive control such as text, while the latter offers physically plausible motion and direct interaction with the environment. In this work, we present a method that combines their respective strengths. CLoSD is a text-driven RL physics-based controller, guided by diffusion generation for various tasks. Our key insight is that motion diffusion can serve as an on-the-fly universal planner for a robust RL controller. To this end, CLoSD maintains a closed-loop interaction between two modules -- a Diffusion Planner (DiP), and a tracking controller. DiP is a fast-responding autoregressive diffusion model, controlled by textual prompts and target locations, and the controller is a simple and robust motion imitator that continuously receives motion plans from DiP and provides feedback from the environment. CLoSD is capable of seamlessly performing a sequence of different tasks, including navigation to a goal location, striking an object with a hand or foot as specified in a text prompt, sitting down, and getting up. https://guytevet.github.io/CLoSD-page/
Toward Rich Video Human-Motion2D Generation
Generating realistic and controllable human motions, particularly those involving rich multi-character interactions, remains a significant challenge due to data scarcity and the complexities of modeling inter-personal dynamics. To address these limitations, we first introduce a new large-scale rich video human motion 2D dataset (Motion2D-Video-150K) comprising 150,000 video sequences. Motion2D-Video-150K features a balanced distribution of diverse single-character and, crucially, double-character interactive actions, each paired with detailed textual descriptions. Building upon this dataset, we propose a novel diffusion-based rich video human motion2D generation (RVHM2D) model. RVHM2D incorporates an enhanced textual conditioning mechanism utilizing either dual text encoders (CLIP-L/B) or T5-XXL with both global and local features. We devise a two-stage training strategy: the model is first trained with a standard diffusion objective, and then fine-tuned using reinforcement learning with an FID-based reward to further enhance motion realism and text alignment. Extensive experiments demonstrate that RVHM2D achieves leading performance on the Motion2D-Video-150K benchmark in generating both single and interactive double-character scenarios.
MoCha: Towards Movie-Grade Talking Character Synthesis
Recent advancements in video generation have achieved impressive motion realism, yet they often overlook character-driven storytelling, a crucial task for automated film, animation generation. We introduce Talking Characters, a more realistic task to generate talking character animations directly from speech and text. Unlike talking head, Talking Characters aims at generating the full portrait of one or more characters beyond the facial region. In this paper, we propose MoCha, the first of its kind to generate talking characters. To ensure precise synchronization between video and speech, we propose a speech-video window attention mechanism that effectively aligns speech and video tokens. To address the scarcity of large-scale speech-labeled video datasets, we introduce a joint training strategy that leverages both speech-labeled and text-labeled video data, significantly improving generalization across diverse character actions. We also design structured prompt templates with character tags, enabling, for the first time, multi-character conversation with turn-based dialogue-allowing AI-generated characters to engage in context-aware conversations with cinematic coherence. Extensive qualitative and quantitative evaluations, including human preference studies and benchmark comparisons, demonstrate that MoCha sets a new standard for AI-generated cinematic storytelling, achieving superior realism, expressiveness, controllability and generalization.
MIMO: Controllable Character Video Synthesis with Spatial Decomposed Modeling
Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.
Wan-Animate: Unified Character Animation and Replacement with Holistic Replication
We introduce Wan-Animate, a unified framework for character animation and replacement. Given a character image and a reference video, Wan-Animate can animate the character by precisely replicating the expressions and movements of the character in the video to generate high-fidelity character videos. Alternatively, it can integrate the animated character into the reference video to replace the original character, replicating the scene's lighting and color tone to achieve seamless environmental integration. Wan-Animate is built upon the Wan model. To adapt it for character animation tasks, we employ a modified input paradigm to differentiate between reference conditions and regions for generation. This design unifies multiple tasks into a common symbolic representation. We use spatially-aligned skeleton signals to replicate body motion and implicit facial features extracted from source images to reenact expressions, enabling the generation of character videos with high controllability and expressiveness. Furthermore, to enhance environmental integration during character replacement, we develop an auxiliary Relighting LoRA. This module preserves the character's appearance consistency while applying the appropriate environmental lighting and color tone. Experimental results demonstrate that Wan-Animate achieves state-of-the-art performance. We are committed to open-sourcing the model weights and its source code.
FürElise: Capturing and Physically Synthesizing Hand Motions of Piano Performance
Piano playing requires agile, precise, and coordinated hand control that stretches the limits of dexterity. Hand motion models with the sophistication to accurately recreate piano playing have a wide range of applications in character animation, embodied AI, biomechanics, and VR/AR. In this paper, we construct a first-of-its-kind large-scale dataset that contains approximately 10 hours of 3D hand motion and audio from 15 elite-level pianists playing 153 pieces of classical music. To capture natural performances, we designed a markerless setup in which motions are reconstructed from multi-view videos using state-of-the-art pose estimation models. The motion data is further refined via inverse kinematics using the high-resolution MIDI key-pressing data obtained from sensors in a specialized Yamaha Disklavier piano. Leveraging the collected dataset, we developed a pipeline that can synthesize physically-plausible hand motions for musical scores outside of the dataset. Our approach employs a combination of imitation learning and reinforcement learning to obtain policies for physics-based bimanual control involving the interaction between hands and piano keys. To solve the sampling efficiency problem with the large motion dataset, we use a diffusion model to generate natural reference motions, which provide high-level trajectory and fingering (finger order and placement) information. However, the generated reference motion alone does not provide sufficient accuracy for piano performance modeling. We then further augmented the data by using musical similarity to retrieve similar motions from the captured dataset to boost the precision of the RL policy. With the proposed method, our model generates natural, dexterous motions that generalize to music from outside the training dataset.
Multi-Shot Character Consistency for Text-to-Video Generation
Text-to-video models have made significant strides in generating short video clips from textual descriptions. Yet, a significant challenge remains: generating several video shots of the same characters, preserving their identity without hurting video quality, dynamics, and responsiveness to text prompts. We present Video Storyboarding, a training-free method to enable pretrained text-to-video models to generate multiple shots with consistent characters, by sharing features between them. Our key insight is that self-attention query features (Q) encode both motion and identity. This creates a hard-to-avoid trade-off between preserving character identity and making videos dynamic, when features are shared. To address this issue, we introduce a novel query injection strategy that balances identity preservation and natural motion retention. This approach improves upon naive consistency techniques applied to videos, which often struggle to maintain this delicate equilibrium. Our experiments demonstrate significant improvements in character consistency across scenes while maintaining high-quality motion and text alignment. These results offer insights into critical stages of video generation and the interplay of structure and motion in video diffusion models.
MotionCharacter: Identity-Preserving and Motion Controllable Human Video Generation
Recent advancements in personalized Text-to-Video (T2V) generation highlight the importance of integrating character-specific identities and actions. However, previous T2V models struggle with identity consistency and controllable motion dynamics, mainly due to limited fine-grained facial and action-based textual prompts, and datasets that overlook key human attributes and actions. To address these challenges, we propose MotionCharacter, an efficient and high-fidelity human video generation framework designed for identity preservation and fine-grained motion control. We introduce an ID-preserving module to maintain identity fidelity while allowing flexible attribute modifications, and further integrate ID-consistency and region-aware loss mechanisms, significantly enhancing identity consistency and detail fidelity. Additionally, our approach incorporates a motion control module that prioritizes action-related text while maintaining subject consistency, along with a dataset, Human-Motion, which utilizes large language models to generate detailed motion descriptions. For simplify user control during inference, we parameterize motion intensity through a single coefficient, allowing for easy adjustments. Extensive experiments highlight the effectiveness of MotionCharacter, demonstrating significant improvements in ID-preserving, high-quality video generation.
DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills
A longstanding goal in character animation is to combine data-driven specification of behavior with a system that can execute a similar behavior in a physical simulation, thus enabling realistic responses to perturbations and environmental variation. We show that well-known reinforcement learning (RL) methods can be adapted to learn robust control policies capable of imitating a broad range of example motion clips, while also learning complex recoveries, adapting to changes in morphology, and accomplishing user-specified goals. Our method handles keyframed motions, highly-dynamic actions such as motion-captured flips and spins, and retargeted motions. By combining a motion-imitation objective with a task objective, we can train characters that react intelligently in interactive settings, e.g., by walking in a desired direction or throwing a ball at a user-specified target. This approach thus combines the convenience and motion quality of using motion clips to define the desired style and appearance, with the flexibility and generality afforded by RL methods and physics-based animation. We further explore a number of methods for integrating multiple clips into the learning process to develop multi-skilled agents capable of performing a rich repertoire of diverse skills. We demonstrate results using multiple characters (human, Atlas robot, bipedal dinosaur, dragon) and a large variety of skills, including locomotion, acrobatics, and martial arts.
MOSPA: Human Motion Generation Driven by Spatial Audio
Enabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance, this task remains largely unexplored. Most previous works have primarily focused on mapping modalities like speech, audio, and music to generate human motion. As of yet, these models typically overlook the impact of spatial features encoded in spatial audio signals on human motion. To bridge this gap and enable high-quality modeling of human movements in response to spatial audio, we introduce the first comprehensive Spatial Audio-Driven Human Motion (SAM) dataset, which contains diverse and high-quality spatial audio and motion data. For benchmarking, we develop a simple yet effective diffusion-based generative framework for human MOtion generation driven by SPatial Audio, termed MOSPA, which faithfully captures the relationship between body motion and spatial audio through an effective fusion mechanism. Once trained, MOSPA could generate diverse realistic human motions conditioned on varying spatial audio inputs. We perform a thorough investigation of the proposed dataset and conduct extensive experiments for benchmarking, where our method achieves state-of-the-art performance on this task. Our model and dataset will be open-sourced upon acceptance. Please refer to our supplementary video for more details.
FairyGen: Storied Cartoon Video from a Single Child-Drawn Character
We propose FairyGen, an automatic system for generating story-driven cartoon videos from a single child's drawing, while faithfully preserving its unique artistic style. Unlike previous storytelling methods that primarily focus on character consistency and basic motion, FairyGen explicitly disentangles character modeling from stylized background generation and incorporates cinematic shot design to support expressive and coherent storytelling. Given a single character sketch, we first employ an MLLM to generate a structured storyboard with shot-level descriptions that specify environment settings, character actions, and camera perspectives. To ensure visual consistency, we introduce a style propagation adapter that captures the character's visual style and applies it to the background, faithfully retaining the character's full visual identity while synthesizing style-consistent scenes. A shot design module further enhances visual diversity and cinematic quality through frame cropping and multi-view synthesis based on the storyboard. To animate the story, we reconstruct a 3D proxy of the character to derive physically plausible motion sequences, which are then used to fine-tune an MMDiT-based image-to-video diffusion model. We further propose a two-stage motion customization adapter: the first stage learns appearance features from temporally unordered frames, disentangling identity from motion; the second stage models temporal dynamics using a timestep-shift strategy with frozen identity weights. Once trained, FairyGen directly renders diverse and coherent video scenes aligned with the storyboard. Extensive experiments demonstrate that our system produces animations that are stylistically faithful, narratively structured natural motion, highlighting its potential for personalized and engaging story animation. The code will be available at https://github.com/GVCLab/FairyGen
MotionCrafter: One-Shot Motion Customization of Diffusion Models
The essence of a video lies in its dynamic motions, including character actions, object movements, and camera movements. While text-to-video generative diffusion models have recently advanced in creating diverse contents, controlling specific motions through text prompts remains a significant challenge. A primary issue is the coupling of appearance and motion, often leading to overfitting on appearance. To tackle this challenge, we introduce MotionCrafter, a novel one-shot instance-guided motion customization method. MotionCrafter employs a parallel spatial-temporal architecture that injects the reference motion into the temporal component of the base model, while the spatial module is independently adjusted for character or style control. To enhance the disentanglement of motion and appearance, we propose an innovative dual-branch motion disentanglement approach, comprising a motion disentanglement loss and an appearance prior enhancement strategy. During training, a frozen base model provides appearance normalization, effectively separating appearance from motion and thereby preserving diversity. Comprehensive quantitative and qualitative experiments, along with user preference tests, demonstrate that MotionCrafter can successfully integrate dynamic motions while preserving the coherence and quality of the base model with a wide range of appearance generation capabilities. Project page: https://zyxelsa.github.io/homepage-motioncrafter. Codes are available at https://github.com/zyxElsa/MotionCrafter.
AnaMoDiff: 2D Analogical Motion Diffusion via Disentangled Denoising
We present AnaMoDiff, a novel diffusion-based method for 2D motion analogies that is applied to raw, unannotated videos of articulated characters. Our goal is to accurately transfer motions from a 2D driving video onto a source character, with its identity, in terms of appearance and natural movement, well preserved, even when there may be significant discrepancies between the source and driving characters in their part proportions and movement speed and styles. Our diffusion model transfers the input motion via a latent optical flow (LOF) network operating in a noised latent space, which is spatially aware, efficient to process compared to the original RGB videos, and artifact-resistant through the diffusion denoising process even amid dense movements. To accomplish both motion analogy and identity preservation, we train our denoising model in a feature-disentangled manner, operating at two noise levels. While identity-revealing features of the source are learned via conventional noise injection, motion features are learned from LOF-warped videos by only injecting noise with large values, with the stipulation that motion properties involving pose and limbs are encoded by higher-level features. Experiments demonstrate that our method achieves the best trade-off between motion analogy and identity preservation.
Lookahead Anchoring: Preserving Character Identity in Audio-Driven Human Animation
Audio-driven human animation models often suffer from identity drift during temporal autoregressive generation, where characters gradually lose their identity over time. One solution is to generate keyframes as intermediate temporal anchors that prevent degradation, but this requires an additional keyframe generation stage and can restrict natural motion dynamics. To address this, we propose Lookahead Anchoring, which leverages keyframes from future timesteps ahead of the current generation window, rather than within it. This transforms keyframes from fixed boundaries into directional beacons: the model continuously pursues these future anchors while responding to immediate audio cues, maintaining consistent identity through persistent guidance. This also enables self-keyframing, where the reference image serves as the lookahead target, eliminating the need for keyframe generation entirely. We find that the temporal lookahead distance naturally controls the balance between expressivity and consistency: larger distances allow for greater motion freedom, while smaller ones strengthen identity adherence. When applied to three recent human animation models, Lookahead Anchoring achieves superior lip synchronization, identity preservation, and visual quality, demonstrating improved temporal conditioning across several different architectures. Video results are available at the following link: https://lookahead-anchoring.github.io.
MTVCrafter: 4D Motion Tokenization for Open-World Human Image Animation
Human image animation has gained increasing attention and developed rapidly due to its broad applications in digital humans. However, existing methods rely largely on 2D-rendered pose images for motion guidance, which limits generalization and discards essential 3D information for open-world animation. To tackle this problem, we propose MTVCrafter (Motion Tokenization Video Crafter), the first framework that directly models raw 3D motion sequences (i.e., 4D motion) for human image animation. Specifically, we introduce 4DMoT (4D motion tokenizer) to quantize 3D motion sequences into 4D motion tokens. Compared to 2D-rendered pose images, 4D motion tokens offer more robust spatio-temporal cues and avoid strict pixel-level alignment between pose image and character, enabling more flexible and disentangled control. Then, we introduce MV-DiT (Motion-aware Video DiT). By designing unique motion attention with 4D positional encodings, MV-DiT can effectively leverage motion tokens as 4D compact yet expressive context for human image animation in the complex 3D world. Hence, it marks a significant step forward in this field and opens a new direction for pose-guided human video generation. Experiments show that our MTVCrafter achieves state-of-the-art results with an FID-VID of 6.98, surpassing the second-best by 65%. Powered by robust motion tokens, MTVCrafter also generalizes well to diverse open-world characters (single/multiple, full/half-body) across various styles and scenarios. Our video demos and code are on: https://github.com/DINGYANB/MTVCrafter.
FaceShot: Bring Any Character into Life
In this paper, we present FaceShot, a novel training-free portrait animation framework designed to bring any character into life from any driven video without fine-tuning or retraining. We achieve this by offering precise and robust reposed landmark sequences from an appearance-guided landmark matching module and a coordinate-based landmark retargeting module. Together, these components harness the robust semantic correspondences of latent diffusion models to produce facial motion sequence across a wide range of character types. After that, we input the landmark sequences into a pre-trained landmark-driven animation model to generate animated video. With this powerful generalization capability, FaceShot can significantly extend the application of portrait animation by breaking the limitation of realistic portrait landmark detection for any stylized character and driven video. Also, FaceShot is compatible with any landmark-driven animation model, significantly improving overall performance. Extensive experiments on our newly constructed character benchmark CharacBench confirm that FaceShot consistently surpasses state-of-the-art (SOTA) approaches across any character domain. More results are available at our project website https://faceshot2024.github.io/faceshot/.
DrawingSpinUp: 3D Animation from Single Character Drawings
Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.
DreamCinema: Cinematic Transfer with Free Camera and 3D Character
We are living in a flourishing era of digital media, where everyone has the potential to become a personal filmmaker. Current research on cinematic transfer empowers filmmakers to reproduce and manipulate the visual elements (e.g., cinematography and character behaviors) from classic shots. However, characters in the reimagined films still rely on manual crafting, which involves significant technical complexity and high costs, making it unattainable for ordinary users. Furthermore, their estimated cinematography lacks smoothness due to inadequate capturing of inter-frame motion and modeling of physical trajectories. Fortunately, the remarkable success of 2D and 3D AIGC has opened up the possibility of efficiently generating characters tailored to users' needs, diversifying cinematography. In this paper, we propose DreamCinema, a novel cinematic transfer framework that pioneers generative AI into the film production paradigm, aiming at facilitating user-friendly film creation. Specifically, we first extract cinematic elements (i.e., human and camera pose) and optimize the camera trajectory. Then, we apply a character generator to efficiently create 3D high-quality characters with a human structure prior. Finally, we develop a structure-guided motion transfer strategy to incorporate generated characters into film creation and transfer it via 3D graphics engines smoothly. Extensive experiments demonstrate the effectiveness of our method for creating high-quality films with free camera and 3D characters.
TEDi: Temporally-Entangled Diffusion for Long-Term Motion Synthesis
The gradual nature of a diffusion process that synthesizes samples in small increments constitutes a key ingredient of Denoising Diffusion Probabilistic Models (DDPM), which have presented unprecedented quality in image synthesis and been recently explored in the motion domain. In this work, we propose to adapt the gradual diffusion concept (operating along a diffusion time-axis) into the temporal-axis of the motion sequence. Our key idea is to extend the DDPM framework to support temporally varying denoising, thereby entangling the two axes. Using our special formulation, we iteratively denoise a motion buffer that contains a set of increasingly-noised poses, which auto-regressively produces an arbitrarily long stream of frames. With a stationary diffusion time-axis, in each diffusion step we increment only the temporal-axis of the motion such that the framework produces a new, clean frame which is removed from the beginning of the buffer, followed by a newly drawn noise vector that is appended to it. This new mechanism paves the way towards a new framework for long-term motion synthesis with applications to character animation and other domains.
TapMo: Shape-aware Motion Generation of Skeleton-free Characters
Previous motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation Pipeline for synthesizing Motion in a broad spectrum of skeleton-free 3D characters. The pivotal innovation in TapMo is its use of shape deformation-aware features as a condition to guide the diffusion model, thereby enabling the generation of mesh-specific motions for various characters. Specifically, TapMo comprises two main components - Mesh Handle Predictor and Shape-aware Diffusion Module. Mesh Handle Predictor predicts the skinning weights and clusters mesh vertices into adaptive handles for deformation control, which eliminates the need for traditional skeletal rigging. Shape-aware Motion Diffusion synthesizes motion with mesh-specific adaptations. This module employs text-guided motions and mesh features extracted during the first stage, preserving the geometric integrity of the animations by accounting for the character's shape and deformation. Trained in a weakly-supervised manner, TapMo can accommodate a multitude of non-human meshes, both with and without associated text motions. We demonstrate the effectiveness and generalizability of TapMo through rigorous qualitative and quantitative experiments. Our results reveal that TapMo consistently outperforms existing auto-animation methods, delivering superior-quality animations for both seen or unseen heterogeneous 3D characters.
MoGlow: Probabilistic and controllable motion synthesis using normalising flows
Data-driven modelling and synthesis of motion is an active research area with applications that include animation, games, and social robotics. This paper introduces a new class of probabilistic, generative, and controllable motion-data models based on normalising flows. Models of this kind can describe highly complex distributions, yet can be trained efficiently using exact maximum likelihood, unlike GANs or VAEs. Our proposed model is autoregressive and uses LSTMs to enable arbitrarily long time-dependencies. Importantly, is is also causal, meaning that each pose in the output sequence is generated without access to poses or control inputs from future time steps; this absence of algorithmic latency is important for interactive applications with real-time motion control. The approach can in principle be applied to any type of motion since it does not make restrictive, task-specific assumptions regarding the motion or the character morphology. We evaluate the models on motion-capture datasets of human and quadruped locomotion. Objective and subjective results show that randomly-sampled motion from the proposed method outperforms task-agnostic baselines and attains a motion quality close to recorded motion capture.
Playmate2: Training-Free Multi-Character Audio-Driven Animation via Diffusion Transformer with Reward Feedback
Recent advances in diffusion models have significantly improved audio-driven human video generation, surpassing traditional methods in both quality and controllability. However, existing approaches still face challenges in lip-sync accuracy, temporal coherence for long video generation, and multi-character animation. In this work, we propose a diffusion transformer (DiT)-based framework for generating lifelike talking videos of arbitrary length, and introduce a training-free method for multi-character audio-driven animation. First, we employ a LoRA-based training strategy combined with a position shift inference approach, which enables efficient long video generation while preserving the capabilities of the foundation model. Moreover, we combine partial parameter updates with reward feedback to enhance both lip synchronization and natural body motion. Finally, we propose a training-free approach, Mask Classifier-Free Guidance (Mask-CFG), for multi-character animation, which requires no specialized datasets or model modifications and supports audio-driven animation for three or more characters. Experimental results demonstrate that our method outperforms existing state-of-the-art approaches, achieving high-quality, temporally coherent, and multi-character audio-driven video generation in a simple, efficient, and cost-effective manner.
DreamRunner: Fine-Grained Storytelling Video Generation with Retrieval-Augmented Motion Adaptation
Storytelling video generation (SVG) has recently emerged as a task to create long, multi-motion, multi-scene videos that consistently represent the story described in the input text script. SVG holds great potential for diverse content creation in media and entertainment; however, it also presents significant challenges: (1) objects must exhibit a range of fine-grained, complex motions, (2) multiple objects need to appear consistently across scenes, and (3) subjects may require multiple motions with seamless transitions within a single scene. To address these challenges, we propose DreamRunner, a novel story-to-video generation method: First, we structure the input script using a large language model (LLM) to facilitate both coarse-grained scene planning as well as fine-grained object-level layout and motion planning. Next, DreamRunner presents retrieval-augmented test-time adaptation to capture target motion priors for objects in each scene, supporting diverse motion customization based on retrieved videos, thus facilitating the generation of new videos with complex, scripted motions. Lastly, we propose a novel spatial-temporal region-based 3D attention and prior injection module SR3AI for fine-grained object-motion binding and frame-by-frame semantic control. We compare DreamRunner with various SVG baselines, demonstrating state-of-the-art performance in character consistency, text alignment, and smooth transitions. Additionally, DreamRunner exhibits strong fine-grained condition-following ability in compositional text-to-video generation, significantly outperforming baselines on T2V-ComBench. Finally, we validate DreamRunner's robust ability to generate multi-object interactions with qualitative examples.
MACS: Mass Conditioned 3D Hand and Object Motion Synthesis
The physical properties of an object, such as mass, significantly affect how we manipulate it with our hands. Surprisingly, this aspect has so far been neglected in prior work on 3D motion synthesis. To improve the naturalness of the synthesized 3D hand object motions, this work proposes MACS the first MAss Conditioned 3D hand and object motion Synthesis approach. Our approach is based on cascaded diffusion models and generates interactions that plausibly adjust based on the object mass and interaction type. MACS also accepts a manually drawn 3D object trajectory as input and synthesizes the natural 3D hand motions conditioned by the object mass. This flexibility enables MACS to be used for various downstream applications, such as generating synthetic training data for ML tasks, fast animation of hands for graphics workflows, and generating character interactions for computer games. We show experimentally that a small-scale dataset is sufficient for MACS to reasonably generalize across interpolated and extrapolated object masses unseen during the training. Furthermore, MACS shows moderate generalization to unseen objects, thanks to the mass-conditioned contact labels generated by our surface contact synthesis model ConNet. Our comprehensive user study confirms that the synthesized 3D hand-object interactions are highly plausible and realistic.
CharacterShot: Controllable and Consistent 4D Character Animation
In this paper, we propose CharacterShot, a controllable and consistent 4D character animation framework that enables any individual designer to create dynamic 3D characters (i.e., 4D character animation) from a single reference character image and a 2D pose sequence. We begin by pretraining a powerful 2D character animation model based on a cutting-edge DiT-based image-to-video model, which allows for any 2D pose sequnce as controllable signal. We then lift the animation model from 2D to 3D through introducing dual-attention module together with camera prior to generate multi-view videos with spatial-temporal and spatial-view consistency. Finally, we employ a novel neighbor-constrained 4D gaussian splatting optimization on these multi-view videos, resulting in continuous and stable 4D character representations. Moreover, to improve character-centric performance, we construct a large-scale dataset Character4D, containing 13,115 unique characters with diverse appearances and motions, rendered from multiple viewpoints. Extensive experiments on our newly constructed benchmark, CharacterBench, demonstrate that our approach outperforms current state-of-the-art methods. Code, models, and datasets will be publicly available at https://github.com/Jeoyal/CharacterShot.
Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation
Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts. Our code and models are publicly available at https://mathis.petrovich.fr/stmc.
JoyVASA: Portrait and Animal Image Animation with Diffusion-Based Audio-Driven Facial Dynamics and Head Motion Generation
Audio-driven portrait animation has made significant advances with diffusion-based models, improving video quality and lipsync accuracy. However, the increasing complexity of these models has led to inefficiencies in training and inference, as well as constraints on video length and inter-frame continuity. In this paper, we propose JoyVASA, a diffusion-based method for generating facial dynamics and head motion in audio-driven facial animation. Specifically, in the first stage, we introduce a decoupled facial representation framework that separates dynamic facial expressions from static 3D facial representations. This decoupling allows the system to generate longer videos by combining any static 3D facial representation with dynamic motion sequences. Then, in the second stage, a diffusion transformer is trained to generate motion sequences directly from audio cues, independent of character identity. Finally, a generator trained in the first stage uses the 3D facial representation and the generated motion sequences as inputs to render high-quality animations. With the decoupled facial representation and the identity-independent motion generation process, JoyVASA extends beyond human portraits to animate animal faces seamlessly. The model is trained on a hybrid dataset of private Chinese and public English data, enabling multilingual support. Experimental results validate the effectiveness of our approach. Future work will focus on improving real-time performance and refining expression control, further expanding the applications in portrait animation. The code is available at: https://github.com/jdh-algo/JoyVASA.
HunyuanVideo-Avatar: High-Fidelity Audio-Driven Human Animation for Multiple Characters
Recent years have witnessed significant progress in audio-driven human animation. However, critical challenges remain in (i) generating highly dynamic videos while preserving character consistency, (ii) achieving precise emotion alignment between characters and audio, and (iii) enabling multi-character audio-driven animation. To address these challenges, we propose HunyuanVideo-Avatar, a multimodal diffusion transformer (MM-DiT)-based model capable of simultaneously generating dynamic, emotion-controllable, and multi-character dialogue videos. Concretely, HunyuanVideo-Avatar introduces three key innovations: (i) A character image injection module is designed to replace the conventional addition-based character conditioning scheme, eliminating the inherent condition mismatch between training and inference. This ensures the dynamic motion and strong character consistency; (ii) An Audio Emotion Module (AEM) is introduced to extract and transfer the emotional cues from an emotion reference image to the target generated video, enabling fine-grained and accurate emotion style control; (iii) A Face-Aware Audio Adapter (FAA) is proposed to isolate the audio-driven character with latent-level face mask, enabling independent audio injection via cross-attention for multi-character scenarios. These innovations empower HunyuanVideo-Avatar to surpass state-of-the-art methods on benchmark datasets and a newly proposed wild dataset, generating realistic avatars in dynamic, immersive scenarios.
FramePrompt: In-context Controllable Animation with Zero Structural Changes
Generating controllable character animation from a reference image and motion guidance remains a challenging task due to the inherent difficulty of injecting appearance and motion cues into video diffusion models. Prior works often rely on complex architectures, explicit guider modules, or multi-stage processing pipelines, which increase structural overhead and hinder deployment. Inspired by the strong visual context modeling capacity of pre-trained video diffusion transformers, we propose FramePrompt, a minimalist yet powerful framework that treats reference images, skeleton-guided motion, and target video clips as a unified visual sequence. By reformulating animation as a conditional future prediction task, we bypass the need for guider networks and structural modifications. Experiments demonstrate that our method significantly outperforms representative baselines across various evaluation metrics while also simplifying training. Our findings highlight the effectiveness of sequence-level visual conditioning and demonstrate the potential of pre-trained models for controllable animation without architectural changes.
SMF: Template-free and Rig-free Animation Transfer using Kinetic Codes
Animation retargetting applies sparse motion description (e.g., keypoint sequences) to a character mesh to produce a semantically plausible and temporally coherent full-body mesh sequence. Existing approaches come with restrictions -- they require access to template-based shape priors or artist-designed deformation rigs, suffer from limited generalization to unseen motion and/or shapes, or exhibit motion jitter. We propose Self-supervised Motion Fields (SMF), a self-supervised framework that is trained with only sparse motion representations, without requiring dataset-specific annotations, templates, or rigs. At the heart of our method are Kinetic Codes, a novel autoencoder-based sparse motion encoding, that exposes a semantically rich latent space, simplifying large-scale training. Our architecture comprises dedicated spatial and temporal gradient predictors, which are jointly trained in an end-to-end fashion. The combined network, regularized by the Kinetic Codes' latent space, has good generalization across both unseen shapes and new motions. We evaluated our method on unseen motion sampled from AMASS, D4D, Mixamo, and raw monocular video for animation transfer on various characters with varying shapes and topology. We report a new SoTA on the AMASS dataset in the context of generalization to unseen motion. Code, weights, and supplementary are available on the project webpage at https://motionfields.github.io/
PointOdyssey: A Large-Scale Synthetic Dataset for Long-Term Point Tracking
We introduce PointOdyssey, a large-scale synthetic dataset, and data generation framework, for the training and evaluation of long-term fine-grained tracking algorithms. Our goal is to advance the state-of-the-art by placing emphasis on long videos with naturalistic motion. Toward the goal of naturalism, we animate deformable characters using real-world motion capture data, we build 3D scenes to match the motion capture environments, and we render camera viewpoints using trajectories mined via structure-from-motion on real videos. We create combinatorial diversity by randomizing character appearance, motion profiles, materials, lighting, 3D assets, and atmospheric effects. Our dataset currently includes 104 videos, averaging 2,000 frames long, with orders of magnitude more correspondence annotations than prior work. We show that existing methods can be trained from scratch in our dataset and outperform the published variants. Finally, we introduce modifications to the PIPs point tracking method, greatly widening its temporal receptive field, which improves its performance on PointOdyssey as well as on two real-world benchmarks. Our data and code are publicly available at: https://pointodyssey.com
Alignment is All You Need: A Training-free Augmentation Strategy for Pose-guided Video Generation
Character animation is a transformative field in computer graphics and vision, enabling dynamic and realistic video animations from static images. Despite advancements, maintaining appearance consistency in animations remains a challenge. Our approach addresses this by introducing a training-free framework that ensures the generated video sequence preserves the reference image's subtleties, such as physique and proportions, through a dual alignment strategy. We decouple skeletal and motion priors from pose information, enabling precise control over animation generation. Our method also improves pixel-level alignment for conditional control from the reference character, enhancing the temporal consistency and visual cohesion of animations. Our method significantly enhances the quality of video generation without the need for large datasets or expensive computational resources.
Digital Life Project: Autonomous 3D Characters with Social Intelligence
In this work, we present Digital Life Project, a framework utilizing language as the universal medium to build autonomous 3D characters, who are capable of engaging in social interactions and expressing with articulated body motions, thereby simulating life in a digital environment. Our framework comprises two primary components: 1) SocioMind: a meticulously crafted digital brain that models personalities with systematic few-shot exemplars, incorporates a reflection process based on psychology principles, and emulates autonomy by initiating dialogue topics; 2) MoMat-MoGen: a text-driven motion synthesis paradigm for controlling the character's digital body. It integrates motion matching, a proven industry technique to ensure motion quality, with cutting-edge advancements in motion generation for diversity. Extensive experiments demonstrate that each module achieves state-of-the-art performance in its respective domain. Collectively, they enable virtual characters to initiate and sustain dialogues autonomously, while evolving their socio-psychological states. Concurrently, these characters can perform contextually relevant bodily movements. Additionally, a motion captioning module further allows the virtual character to recognize and appropriately respond to human players' actions. Homepage: https://digital-life-project.com/
InterControl: Zero-shot Human Interaction Generation by Controlling Every Joint
Text-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human interactions. In our approach, we strive to explore this problem by synthesizing human motion with interactions for a group of characters of any size in a zero-shot manner. The key aspect of our approach is the adaptation of human-wise interactions as pairs of human joints that can be either in contact or separated by a desired distance. In contrast to existing methods that necessitate training motion generation models on multi-human motion datasets with a fixed number of characters, our approach inherently possesses the flexibility to model human interactions involving an arbitrary number of individuals, thereby transcending the limitations imposed by the training data. We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs. It consists of a motion controller and an inverse kinematics guidance module that realistically and accurately aligns the joints of synthesized characters to the desired location. Furthermore, we demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model (LLM). Experimental results highlight the capability of our framework to generate interactions with multiple human characters and its potential to work with off-the-shelf physics-based character simulators.
SOLAMI: Social Vision-Language-Action Modeling for Immersive Interaction with 3D Autonomous Characters
Human beings are social animals. How to equip 3D autonomous characters with similar social intelligence that can perceive, understand and interact with humans remains an open yet foundamental problem. In this paper, we introduce SOLAMI, the first end-to-end Social vision-Language-Action (VLA) Modeling framework for Immersive interaction with 3D autonomous characters. Specifically, SOLAMI builds 3D autonomous characters from three aspects: (1) Social VLA Architecture: We propose a unified social VLA framework to generate multimodal response (speech and motion) based on the user's multimodal input to drive the character for social interaction. (2) Interactive Multimodal Data: We present SynMSI, a synthetic multimodal social interaction dataset generated by an automatic pipeline using only existing motion datasets to address the issue of data scarcity. (3) Immersive VR Interface: We develop a VR interface that enables users to immersively interact with these characters driven by various architectures. Extensive quantitative experiments and user studies demonstrate that our framework leads to more precise and natural character responses (in both speech and motion) that align with user expectations with lower latency.
AniCrafter: Customizing Realistic Human-Centric Animation via Avatar-Background Conditioning in Video Diffusion Models
Recent advances in video diffusion models have significantly improved character animation techniques. However, current approaches rely on basic structural conditions such as DWPose or SMPL-X to animate character images, limiting their effectiveness in open-domain scenarios with dynamic backgrounds or challenging human poses. In this paper, we introduce AniCrafter, a diffusion-based human-centric animation model that can seamlessly integrate and animate a given character into open-domain dynamic backgrounds while following given human motion sequences. Built on cutting-edge Image-to-Video (I2V) diffusion architectures, our model incorporates an innovative "avatar-background" conditioning mechanism that reframes open-domain human-centric animation as a restoration task, enabling more stable and versatile animation outputs. Experimental results demonstrate the superior performance of our method. Codes will be available at https://github.com/MyNiuuu/AniCrafter.
CALM: Conditional Adversarial Latent Models for Directable Virtual Characters
In this work, we present Conditional Adversarial Latent Models (CALM), an approach for generating diverse and directable behaviors for user-controlled interactive virtual characters. Using imitation learning, CALM learns a representation of movement that captures the complexity and diversity of human motion, and enables direct control over character movements. The approach jointly learns a control policy and a motion encoder that reconstructs key characteristics of a given motion without merely replicating it. The results show that CALM learns a semantic motion representation, enabling control over the generated motions and style-conditioning for higher-level task training. Once trained, the character can be controlled using intuitive interfaces, akin to those found in video games.
OmniHuman-1.5: Instilling an Active Mind in Avatars via Cognitive Simulation
Existing video avatar models can produce fluid human animations, yet they struggle to move beyond mere physical likeness to capture a character's authentic essence. Their motions typically synchronize with low-level cues like audio rhythm, lacking a deeper semantic understanding of emotion, intent, or context. To bridge this gap, we propose a framework designed to generate character animations that are not only physically plausible but also semantically coherent and expressive. Our model, OmniHuman-1.5, is built upon two key technical contributions. First, we leverage Multimodal Large Language Models to synthesize a structured textual representation of conditions that provides high-level semantic guidance. This guidance steers our motion generator beyond simplistic rhythmic synchronization, enabling the production of actions that are contextually and emotionally resonant. Second, to ensure the effective fusion of these multimodal inputs and mitigate inter-modality conflicts, we introduce a specialized Multimodal DiT architecture with a novel Pseudo Last Frame design. The synergy of these components allows our model to accurately interpret the joint semantics of audio, images, and text, thereby generating motions that are deeply coherent with the character, scene, and linguistic content. Extensive experiments demonstrate that our model achieves leading performance across a comprehensive set of metrics, including lip-sync accuracy, video quality, motion naturalness and semantic consistency with textual prompts. Furthermore, our approach shows remarkable extensibility to complex scenarios, such as those involving multi-person and non-human subjects. Homepage: https://omnihuman-lab.github.io/v1_5/
Animate Anyone: Consistent and Controllable Image-to-Video Synthesis for Character Animation
Character Animation aims to generating character videos from still images through driving signals. Currently, diffusion models have become the mainstream in visual generation research, owing to their robust generative capabilities. However, challenges persist in the realm of image-to-video, especially in character animation, where temporally maintaining consistency with detailed information from character remains a formidable problem. In this paper, we leverage the power of diffusion models and propose a novel framework tailored for character animation. To preserve consistency of intricate appearance features from reference image, we design ReferenceNet to merge detail features via spatial attention. To ensure controllability and continuity, we introduce an efficient pose guider to direct character's movements and employ an effective temporal modeling approach to ensure smooth inter-frame transitions between video frames. By expanding the training data, our approach can animate arbitrary characters, yielding superior results in character animation compared to other image-to-video methods. Furthermore, we evaluate our method on benchmarks for fashion video and human dance synthesis, achieving state-of-the-art results.
Towards High-Quality 3D Motion Transfer with Realistic Apparel Animation
Animating stylized characters to match a reference motion sequence is a highly demanded task in film and gaming industries. Existing methods mostly focus on rigid deformations of characters' body, neglecting local deformations on the apparel driven by physical dynamics. They deform apparel the same way as the body, leading to results with limited details and unrealistic artifacts, e.g. body-apparel penetration. In contrast, we present a novel method aiming for high-quality motion transfer with realistic apparel animation. As existing datasets lack annotations necessary for generating realistic apparel animations, we build a new dataset named MMDMC, which combines stylized characters from the MikuMikuDance community with real-world Motion Capture data. We then propose a data-driven pipeline that learns to disentangle body and apparel deformations via two neural deformation modules. For body parts, we propose a geodesic attention block to effectively incorporate semantic priors into skeletal body deformation to tackle complex body shapes for stylized characters. Since apparel motion can significantly deviate from respective body joints, we propose to model apparel deformation in a non-linear vertex displacement field conditioned on its historic states. Extensive experiments show that our method produces results with superior quality for various types of apparel. Our dataset is released in https://github.com/rongakowang/MMDMC.
Text2AC-Zero: Consistent Synthesis of Animated Characters using 2D Diffusion
We propose a zero-shot approach for consistent Text-to-Animated-Characters synthesis based on pre-trained Text-to-Image (T2I) diffusion models. Existing Text-to-Video (T2V) methods are expensive to train and require large-scale video datasets to produce diverse characters and motions. At the same time, their zero-shot alternatives fail to produce temporally consistent videos. We strive to bridge this gap, and we introduce a zero-shot approach that produces temporally consistent videos of animated characters and requires no training or fine-tuning. We leverage existing text-based motion diffusion models to generate diverse motions that we utilize to guide a T2I model. To achieve temporal consistency, we introduce the Spatial Latent Alignment module that exploits cross-frame dense correspondences that we compute to align the latents of the video frames. Furthermore, we propose Pixel-Wise Guidance to steer the diffusion process in a direction that minimizes visual discrepancies. Our proposed approach generates temporally consistent videos with diverse motions and styles, outperforming existing zero-shot T2V approaches in terms of pixel-wise consistency and user preference.
Follow-Your-Pose v2: Multiple-Condition Guided Character Image Animation for Stable Pose Control
Pose-controllable character video generation is in high demand with extensive applications for fields such as automatic advertising and content creation on social media platforms. While existing character image animation methods using pose sequences and reference images have shown promising performance, they tend to struggle with incoherent animation in complex scenarios, such as multiple character animation and body occlusion. Additionally, current methods request large-scale high-quality videos with stable backgrounds and temporal consistency as training datasets, otherwise, their performance will greatly deteriorate. These two issues hinder the practical utilization of character image animation tools. In this paper, we propose a practical and robust framework Follow-Your-Pose v2, which can be trained on noisy open-sourced videos readily available on the internet. Multi-condition guiders are designed to address the challenges of background stability, body occlusion in multi-character generation, and consistency of character appearance. Moreover, to fill the gap of fair evaluation of multi-character pose animation, we propose a new benchmark comprising approximately 4,000 frames. Extensive experiments demonstrate that our approach outperforms state-of-the-art methods by a margin of over 35\% across 2 datasets and on 7 metrics. Meanwhile, qualitative assessments reveal a significant improvement in the quality of generated video, particularly in scenarios involving complex backgrounds and body occlusion of multi-character, suggesting the superiority of our approach.
Dynamic Typography: Bringing Words to Life
Text animation serves as an expressive medium, transforming static communication into dynamic experiences by infusing words with motion to evoke emotions, emphasize meanings, and construct compelling narratives. Crafting animations that are semantically aware poses significant challenges, demanding expertise in graphic design and animation. We present an automated text animation scheme, termed "Dynamic Typography", which combines two challenging tasks. It deforms letters to convey semantic meaning and infuses them with vibrant movements based on user prompts. Our technique harnesses vector graphics representations and an end-to-end optimization-based framework. This framework employs neural displacement fields to convert letters into base shapes and applies per-frame motion, encouraging coherence with the intended textual concept. Shape preservation techniques and perceptual loss regularization are employed to maintain legibility and structural integrity throughout the animation process. We demonstrate the generalizability of our approach across various text-to-video models and highlight the superiority of our end-to-end methodology over baseline methods, which might comprise separate tasks. Through quantitative and qualitative evaluations, we demonstrate the effectiveness of our framework in generating coherent text animations that faithfully interpret user prompts while maintaining readability. Our code is available at: https://animate-your-word.github.io/demo/.
RealisDance-DiT: Simple yet Strong Baseline towards Controllable Character Animation in the Wild
Controllable character animation remains a challenging problem, particularly in handling rare poses, stylized characters, character-object interactions, complex illumination, and dynamic scenes. To tackle these issues, prior work has largely focused on injecting pose and appearance guidance via elaborate bypass networks, but often struggles to generalize to open-world scenarios. In this paper, we propose a new perspective that, as long as the foundation model is powerful enough, straightforward model modifications with flexible fine-tuning strategies can largely address the above challenges, taking a step towards controllable character animation in the wild. Specifically, we introduce RealisDance-DiT, built upon the Wan-2.1 video foundation model. Our sufficient analysis reveals that the widely adopted Reference Net design is suboptimal for large-scale DiT models. Instead, we demonstrate that minimal modifications to the foundation model architecture yield a surprisingly strong baseline. We further propose the low-noise warmup and "large batches and small iterations" strategies to accelerate model convergence during fine-tuning while maximally preserving the priors of the foundation model. In addition, we introduce a new test dataset that captures diverse real-world challenges, complementing existing benchmarks such as TikTok dataset and UBC fashion video dataset, to comprehensively evaluate the proposed method. Extensive experiments show that RealisDance-DiT outperforms existing methods by a large margin.
Customizing Motion in Text-to-Video Diffusion Models
We introduce an approach for augmenting text-to-video generation models with customized motions, extending their capabilities beyond the motions depicted in the original training data. By leveraging a few video samples demonstrating specific movements as input, our method learns and generalizes the input motion patterns for diverse, text-specified scenarios. Our contributions are threefold. First, to achieve our results, we finetune an existing text-to-video model to learn a novel mapping between the depicted motion in the input examples to a new unique token. To avoid overfitting to the new custom motion, we introduce an approach for regularization over videos. Second, by leveraging the motion priors in a pretrained model, our method can produce novel videos featuring multiple people doing the custom motion, and can invoke the motion in combination with other motions. Furthermore, our approach extends to the multimodal customization of motion and appearance of individualized subjects, enabling the generation of videos featuring unique characters and distinct motions. Third, to validate our method, we introduce an approach for quantitatively evaluating the learned custom motion and perform a systematic ablation study. We show that our method significantly outperforms prior appearance-based customization approaches when extended to the motion customization task.
Make-An-Animation: Large-Scale Text-conditional 3D Human Motion Generation
Text-guided human motion generation has drawn significant interest because of its impactful applications spanning animation and robotics. Recently, application of diffusion models for motion generation has enabled improvements in the quality of generated motions. However, existing approaches are limited by their reliance on relatively small-scale motion capture data, leading to poor performance on more diverse, in-the-wild prompts. In this paper, we introduce Make-An-Animation, a text-conditioned human motion generation model which learns more diverse poses and prompts from large-scale image-text datasets, enabling significant improvement in performance over prior works. Make-An-Animation is trained in two stages. First, we train on a curated large-scale dataset of (text, static pseudo-pose) pairs extracted from image-text datasets. Second, we fine-tune on motion capture data, adding additional layers to model the temporal dimension. Unlike prior diffusion models for motion generation, Make-An-Animation uses a U-Net architecture similar to recent text-to-video generation models. Human evaluation of motion realism and alignment with input text shows that our model reaches state-of-the-art performance on text-to-motion generation.
TADA! Text to Animatable Digital Avatars
We introduce TADA, a simple-yet-effective approach that takes textual descriptions and produces expressive 3D avatars with high-quality geometry and lifelike textures, that can be animated and rendered with traditional graphics pipelines. Existing text-based character generation methods are limited in terms of geometry and texture quality, and cannot be realistically animated due to inconsistent alignment between the geometry and the texture, particularly in the face region. To overcome these limitations, TADA leverages the synergy of a 2D diffusion model and an animatable parametric body model. Specifically, we derive an optimizable high-resolution body model from SMPL-X with 3D displacements and a texture map, and use hierarchical rendering with score distillation sampling (SDS) to create high-quality, detailed, holistic 3D avatars from text. To ensure alignment between the geometry and texture, we render normals and RGB images of the generated character and exploit their latent embeddings in the SDS training process. We further introduce various expression parameters to deform the generated character during training, ensuring that the semantics of our generated character remain consistent with the original SMPL-X model, resulting in an animatable character. Comprehensive evaluations demonstrate that TADA significantly surpasses existing approaches on both qualitative and quantitative measures. TADA enables creation of large-scale digital character assets that are ready for animation and rendering, while also being easily editable through natural language. The code will be public for research purposes.
MotionFlux: Efficient Text-Guided Motion Generation through Rectified Flow Matching and Preference Alignment
Motion generation is essential for animating virtual characters and embodied agents. While recent text-driven methods have made significant strides, they often struggle with achieving precise alignment between linguistic descriptions and motion semantics, as well as with the inefficiencies of slow, multi-step inference. To address these issues, we introduce TMR++ Aligned Preference Optimization (TAPO), an innovative framework that aligns subtle motion variations with textual modifiers and incorporates iterative adjustments to reinforce semantic grounding. To further enable real-time synthesis, we propose MotionFLUX, a high-speed generation framework based on deterministic rectified flow matching. Unlike traditional diffusion models, which require hundreds of denoising steps, MotionFLUX constructs optimal transport paths between noise distributions and motion spaces, facilitating real-time synthesis. The linearized probability paths reduce the need for multi-step sampling typical of sequential methods, significantly accelerating inference time without sacrificing motion quality. Experimental results demonstrate that, together, TAPO and MotionFLUX form a unified system that outperforms state-of-the-art approaches in both semantic consistency and motion quality, while also accelerating generation speed. The code and pretrained models will be released.
Kinetic Typography Diffusion Model
This paper introduces a method for realistic kinetic typography that generates user-preferred animatable 'text content'. We draw on recent advances in guided video diffusion models to achieve visually-pleasing text appearances. To do this, we first construct a kinetic typography dataset, comprising about 600K videos. Our dataset is made from a variety of combinations in 584 templates designed by professional motion graphics designers and involves changing each letter's position, glyph, and size (i.e., flying, glitches, chromatic aberration, reflecting effects, etc.). Next, we propose a video diffusion model for kinetic typography. For this, there are three requirements: aesthetic appearances, motion effects, and readable letters. This paper identifies the requirements. For this, we present static and dynamic captions used as spatial and temporal guidance of a video diffusion model, respectively. The static caption describes the overall appearance of the video, such as colors, texture and glyph which represent a shape of each letter. The dynamic caption accounts for the movements of letters and backgrounds. We add one more guidance with zero convolution to determine which text content should be visible in the video. We apply the zero convolution to the text content, and impose it on the diffusion model. Lastly, our glyph loss, only minimizing a difference between the predicted word and its ground-truth, is proposed to make the prediction letters readable. Experiments show that our model generates kinetic typography videos with legible and artistic letter motions based on text prompts.
LaMP: Language-Motion Pretraining for Motion Generation, Retrieval, and Captioning
Language plays a vital role in the realm of human motion. Existing methods have largely depended on CLIP text embeddings for motion generation, yet they fall short in effectively aligning language and motion due to CLIP's pretraining on static image-text pairs. This work introduces LaMP, a novel Language-Motion Pretraining model, which transitions from a language-vision to a more suitable language-motion latent space. It addresses key limitations by generating motion-informative text embeddings, significantly enhancing the relevance and semantics of generated motion sequences. With LaMP, we advance three key tasks: text-to-motion generation, motion-text retrieval, and motion captioning through aligned language-motion representation learning. For generation, we utilize LaMP to provide the text condition instead of CLIP, and an autoregressive masked prediction is designed to achieve mask modeling without rank collapse in transformers. For retrieval, motion features from LaMP's motion transformer interact with query tokens to retrieve text features from the text transformer, and vice versa. For captioning, we finetune a large language model with the language-informative motion features to develop a strong motion captioning model. In addition, we introduce the LaMP-BertScore metric to assess the alignment of generated motions with textual descriptions. Extensive experimental results on multiple datasets demonstrate substantial improvements over previous methods across all three tasks. The code of our method will be made public.
CharacterBox: Evaluating the Role-Playing Capabilities of LLMs in Text-Based Virtual Worlds
Role-playing is a crucial capability of Large Language Models (LLMs), enabling a wide range of practical applications, including intelligent non-player characters, digital twins, and emotional companions. Evaluating this capability in LLMs is challenging due to the complex dynamics involved in role-playing, such as maintaining character fidelity throughout a storyline and navigating open-ended narratives without a definitive ground truth. Current evaluation methods, which primarily focus on question-answering or conversational snapshots, fall short of adequately capturing the nuanced character traits and behaviors essential for authentic role-playing. In this paper, we propose CharacterBox, which is a simulation sandbox designed to generate situational fine-grained character behavior trajectories. These behavior trajectories enable a more comprehensive and in-depth evaluation of role-playing capabilities. CharacterBox consists of two main components: the character agent and the narrator agent. The character agent, grounded in psychological and behavioral science, exhibits human-like behaviors, while the narrator agent coordinates interactions between character agents and environmental changes. Additionally, we introduce two trajectory-based methods that leverage CharacterBox to enhance LLM performance. To reduce costs and facilitate the adoption of CharacterBox by public communities, we fine-tune two smaller models, CharacterNR and CharacterRM, as substitutes for GPT API calls, and demonstrate their competitive performance compared to advanced GPT APIs.
RealisDance: Equip controllable character animation with realistic hands
Controllable character animation is an emerging task that generates character videos controlled by pose sequences from given character images. Although character consistency has made significant progress via reference UNet, another crucial factor, pose control, has not been well studied by existing methods yet, resulting in several issues: 1) The generation may fail when the input pose sequence is corrupted. 2) The hands generated using the DWPose sequence are blurry and unrealistic. 3) The generated video will be shaky if the pose sequence is not smooth enough. In this paper, we present RealisDance to handle all the above issues. RealisDance adaptively leverages three types of poses, avoiding failed generation caused by corrupted pose sequences. Among these pose types, HaMeR provides accurate 3D and depth information of hands, enabling RealisDance to generate realistic hands even for complex gestures. Besides using temporal attention in the main UNet, RealisDance also inserts temporal attention into the pose guidance network, smoothing the video from the pose condition aspect. Moreover, we introduce pose shuffle augmentation during training to further improve generation robustness and video smoothness. Qualitative experiments demonstrate the superiority of RealisDance over other existing methods, especially in hand quality.
CharacterGen: Efficient 3D Character Generation from Single Images with Multi-View Pose Canonicalization
In the field of digital content creation, generating high-quality 3D characters from single images is challenging, especially given the complexities of various body poses and the issues of self-occlusion and pose ambiguity. In this paper, we present CharacterGen, a framework developed to efficiently generate 3D characters. CharacterGen introduces a streamlined generation pipeline along with an image-conditioned multi-view diffusion model. This model effectively calibrates input poses to a canonical form while retaining key attributes of the input image, thereby addressing the challenges posed by diverse poses. A transformer-based, generalizable sparse-view reconstruction model is the other core component of our approach, facilitating the creation of detailed 3D models from multi-view images. We also adopt a texture-back-projection strategy to produce high-quality texture maps. Additionally, we have curated a dataset of anime characters, rendered in multiple poses and views, to train and evaluate our model. Our approach has been thoroughly evaluated through quantitative and qualitative experiments, showing its proficiency in generating 3D characters with high-quality shapes and textures, ready for downstream applications such as rigging and animation.
Motion2Motion: Cross-topology Motion Transfer with Sparse Correspondence
This work studies the challenge of transfer animations between characters whose skeletal topologies differ substantially. While many techniques have advanced retargeting techniques in decades, transfer motions across diverse topologies remains less-explored. The primary obstacle lies in the inherent topological inconsistency between source and target skeletons, which restricts the establishment of straightforward one-to-one bone correspondences. Besides, the current lack of large-scale paired motion datasets spanning different topological structures severely constrains the development of data-driven approaches. To address these limitations, we introduce Motion2Motion, a novel, training-free framework. Simply yet effectively, Motion2Motion works with only one or a few example motions on the target skeleton, by accessing a sparse set of bone correspondences between the source and target skeletons. Through comprehensive qualitative and quantitative evaluations, we demonstrate that Motion2Motion achieves efficient and reliable performance in both similar-skeleton and cross-species skeleton transfer scenarios. The practical utility of our approach is further evidenced by its successful integration in downstream applications and user interfaces, highlighting its potential for industrial applications. Code and data are available at https://lhchen.top/Motion2Motion.
DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control
Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose DartControl, in short DART, a Diffusion-based Autoregressive motion primitive model for Real-time Text-driven motion control. Our model effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model's versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results are available on the project page: https://zkf1997.github.io/DART/.
Priority-Centric Human Motion Generation in Discrete Latent Space
Text-to-motion generation is a formidable task, aiming to produce human motions that align with the input text while also adhering to human capabilities and physical laws. While there have been advancements in diffusion models, their application in discrete spaces remains underexplored. Current methods often overlook the varying significance of different motions, treating them uniformly. It is essential to recognize that not all motions hold the same relevance to a particular textual description. Some motions, being more salient and informative, should be given precedence during generation. In response, we introduce a Priority-Centric Motion Discrete Diffusion Model (M2DM), which utilizes a Transformer-based VQ-VAE to derive a concise, discrete motion representation, incorporating a global self-attention mechanism and a regularization term to counteract code collapse. We also present a motion discrete diffusion model that employs an innovative noise schedule, determined by the significance of each motion token within the entire motion sequence. This approach retains the most salient motions during the reverse diffusion process, leading to more semantically rich and varied motions. Additionally, we formulate two strategies to gauge the importance of motion tokens, drawing from both textual and visual indicators. Comprehensive experiments on the HumanML3D and KIT-ML datasets confirm that our model surpasses existing techniques in fidelity and diversity, particularly for intricate textual descriptions.
FLAME: Free-form Language-based Motion Synthesis & Editing
Text-based motion generation models are drawing a surge of interest for their potential for automating the motion-making process in the game, animation, or robot industries. In this paper, we propose a diffusion-based motion synthesis and editing model named FLAME. Inspired by the recent successes in diffusion models, we integrate diffusion-based generative models into the motion domain. FLAME can generate high-fidelity motions well aligned with the given text. Also, it can edit the parts of the motion, both frame-wise and joint-wise, without any fine-tuning. FLAME involves a new transformer-based architecture we devise to better handle motion data, which is found to be crucial to manage variable-length motions and well attend to free-form text. In experiments, we show that FLAME achieves state-of-the-art generation performances on three text-motion datasets: HumanML3D, BABEL, and KIT. We also demonstrate that editing capability of FLAME can be extended to other tasks such as motion prediction or motion in-betweening, which have been previously covered by dedicated models.
MoRAG -- Multi-Fusion Retrieval Augmented Generation for Human Motion
We introduce MoRAG, a novel multi-part fusion based retrieval-augmented generation strategy for text-based human motion generation. The method enhances motion diffusion models by leveraging additional knowledge obtained through an improved motion retrieval process. By effectively prompting large language models (LLMs), we address spelling errors and rephrasing issues in motion retrieval. Our approach utilizes a multi-part retrieval strategy to improve the generalizability of motion retrieval across the language space. We create diverse samples through the spatial composition of the retrieved motions. Furthermore, by utilizing low-level, part-specific motion information, we can construct motion samples for unseen text descriptions. Our experiments demonstrate that our framework can serve as a plug-and-play module, improving the performance of motion diffusion models. Code, pretrained models and sample videos will be made available at: https://motion-rag.github.io/
Follow-Your-Emoji: Fine-Controllable and Expressive Freestyle Portrait Animation
We present Follow-Your-Emoji, a diffusion-based framework for portrait animation, which animates a reference portrait with target landmark sequences. The main challenge of portrait animation is to preserve the identity of the reference portrait and transfer the target expression to this portrait while maintaining temporal consistency and fidelity. To address these challenges, Follow-Your-Emoji equipped the powerful Stable Diffusion model with two well-designed technologies. Specifically, we first adopt a new explicit motion signal, namely expression-aware landmark, to guide the animation process. We discover this landmark can not only ensure the accurate motion alignment between the reference portrait and target motion during inference but also increase the ability to portray exaggerated expressions (i.e., large pupil movements) and avoid identity leakage. Then, we propose a facial fine-grained loss to improve the model's ability of subtle expression perception and reference portrait appearance reconstruction by using both expression and facial masks. Accordingly, our method demonstrates significant performance in controlling the expression of freestyle portraits, including real humans, cartoons, sculptures, and even animals. By leveraging a simple and effective progressive generation strategy, we extend our model to stable long-term animation, thus increasing its potential application value. To address the lack of a benchmark for this field, we introduce EmojiBench, a comprehensive benchmark comprising diverse portrait images, driving videos, and landmarks. We show extensive evaluations on EmojiBench to verify the superiority of Follow-Your-Emoji.
AStF: Motion Style Transfer via Adaptive Statistics Fusor
Human motion style transfer allows characters to appear less rigidity and more realism with specific style. Traditional arbitrary image style transfer typically process mean and variance which is proved effective. Meanwhile, similar methods have been adapted for motion style transfer. However, due to the fundamental differences between images and motion, relying on mean and variance is insufficient to fully capture the complex dynamic patterns and spatiotemporal coherence properties of motion data. Building upon this, our key insight is to bring two more coefficient, skewness and kurtosis, into the analysis of motion style. Specifically, we propose a novel Adaptive Statistics Fusor (AStF) which consists of Style Disentanglement Module (SDM) and High-Order Multi-Statistics Attention (HOS-Attn). We trained our AStF in conjunction with a Motion Consistency Regularization (MCR) discriminator. Experimental results show that, by providing a more comprehensive model of the spatiotemporal statistical patterns inherent in dynamic styles, our proposed AStF shows proficiency superiority in motion style transfers over state-of-the-arts. Our code and model are available at https://github.com/CHMimilanlan/AStF.
MotionDiffuse: Text-Driven Human Motion Generation with Diffusion Model
Human motion modeling is important for many modern graphics applications, which typically require professional skills. In order to remove the skill barriers for laymen, recent motion generation methods can directly generate human motions conditioned on natural languages. However, it remains challenging to achieve diverse and fine-grained motion generation with various text inputs. To address this problem, we propose MotionDiffuse, the first diffusion model-based text-driven motion generation framework, which demonstrates several desired properties over existing methods. 1) Probabilistic Mapping. Instead of a deterministic language-motion mapping, MotionDiffuse generates motions through a series of denoising steps in which variations are injected. 2) Realistic Synthesis. MotionDiffuse excels at modeling complicated data distribution and generating vivid motion sequences. 3) Multi-Level Manipulation. MotionDiffuse responds to fine-grained instructions on body parts, and arbitrary-length motion synthesis with time-varied text prompts. Our experiments show MotionDiffuse outperforms existing SoTA methods by convincing margins on text-driven motion generation and action-conditioned motion generation. A qualitative analysis further demonstrates MotionDiffuse's controllability for comprehensive motion generation. Homepage: https://mingyuan-zhang.github.io/projects/MotionDiffuse.html
AniDoc: Animation Creation Made Easier
The production of 2D animation follows an industry-standard workflow, encompassing four essential stages: character design, keyframe animation, in-betweening, and coloring. Our research focuses on reducing the labor costs in the above process by harnessing the potential of increasingly powerful generative AI. Using video diffusion models as the foundation, AniDoc emerges as a video line art colorization tool, which automatically converts sketch sequences into colored animations following the reference character specification. Our model exploits correspondence matching as an explicit guidance, yielding strong robustness to the variations (e.g., posture) between the reference character and each line art frame. In addition, our model could even automate the in-betweening process, such that users can easily create a temporally consistent animation by simply providing a character image as well as the start and end sketches. Our code is available at: https://yihao-meng.github.io/AniDoc_demo.
SMooDi: Stylized Motion Diffusion Model
We introduce a novel Stylized Motion Diffusion model, dubbed SMooDi, to generate stylized motion driven by content texts and style motion sequences. Unlike existing methods that either generate motion of various content or transfer style from one sequence to another, SMooDi can rapidly generate motion across a broad range of content and diverse styles. To this end, we tailor a pre-trained text-to-motion model for stylization. Specifically, we propose style guidance to ensure that the generated motion closely matches the reference style, alongside a lightweight style adaptor that directs the motion towards the desired style while ensuring realism. Experiments across various applications demonstrate that our proposed framework outperforms existing methods in stylized motion generation.
AnimateAnywhere: Rouse the Background in Human Image Animation
Human image animation aims to generate human videos of given characters and backgrounds that adhere to the desired pose sequence. However, existing methods focus more on human actions while neglecting the generation of background, which typically leads to static results or inharmonious movements. The community has explored camera pose-guided animation tasks, yet preparing the camera trajectory is impractical for most entertainment applications and ordinary users. As a remedy, we present an AnimateAnywhere framework, rousing the background in human image animation without requirements on camera trajectories. In particular, based on our key insight that the movement of the human body often reflects the motion of the background, we introduce a background motion learner (BML) to learn background motions from human pose sequences. To encourage the model to learn more accurate cross-frame correspondences, we further deploy an epipolar constraint on the 3D attention map. Specifically, the mask used to suppress geometrically unreasonable attention is carefully constructed by combining an epipolar mask and the current 3D attention map. Extensive experiments demonstrate that our AnimateAnywhere effectively learns the background motion from human pose sequences, achieving state-of-the-art performance in generating human animation results with vivid and realistic backgrounds. The source code and model will be available at https://github.com/liuxiaoyu1104/AnimateAnywhere.
Articulated Kinematics Distillation from Video Diffusion Models
We present Articulated Kinematics Distillation (AKD), a framework for generating high-fidelity character animations by merging the strengths of skeleton-based animation and modern generative models. AKD uses a skeleton-based representation for rigged 3D assets, drastically reducing the Degrees of Freedom (DoFs) by focusing on joint-level control, which allows for efficient, consistent motion synthesis. Through Score Distillation Sampling (SDS) with pre-trained video diffusion models, AKD distills complex, articulated motions while maintaining structural integrity, overcoming challenges faced by 4D neural deformation fields in preserving shape consistency. This approach is naturally compatible with physics-based simulation, ensuring physically plausible interactions. Experiments show that AKD achieves superior 3D consistency and motion quality compared with existing works on text-to-4D generation. Project page: https://research.nvidia.com/labs/dir/akd/
FlexiAct: Towards Flexible Action Control in Heterogeneous Scenarios
Action customization involves generating videos where the subject performs actions dictated by input control signals. Current methods use pose-guided or global motion customization but are limited by strict constraints on spatial structure, such as layout, skeleton, and viewpoint consistency, reducing adaptability across diverse subjects and scenarios. To overcome these limitations, we propose FlexiAct, which transfers actions from a reference video to an arbitrary target image. Unlike existing methods, FlexiAct allows for variations in layout, viewpoint, and skeletal structure between the subject of the reference video and the target image, while maintaining identity consistency. Achieving this requires precise action control, spatial structure adaptation, and consistency preservation. To this end, we introduce RefAdapter, a lightweight image-conditioned adapter that excels in spatial adaptation and consistency preservation, surpassing existing methods in balancing appearance consistency and structural flexibility. Additionally, based on our observations, the denoising process exhibits varying levels of attention to motion (low frequency) and appearance details (high frequency) at different timesteps. So we propose FAE (Frequency-aware Action Extraction), which, unlike existing methods that rely on separate spatial-temporal architectures, directly achieves action extraction during the denoising process. Experiments demonstrate that our method effectively transfers actions to subjects with diverse layouts, skeletons, and viewpoints. We release our code and model weights to support further research at https://shiyi-zh0408.github.io/projectpages/FlexiAct/
Wan-S2V: Audio-Driven Cinematic Video Generation
Current state-of-the-art (SOTA) methods for audio-driven character animation demonstrate promising performance for scenarios primarily involving speech and singing. However, they often fall short in more complex film and television productions, which demand sophisticated elements such as nuanced character interactions, realistic body movements, and dynamic camera work. To address this long-standing challenge of achieving film-level character animation, we propose an audio-driven model, which we refere to as Wan-S2V, built upon Wan. Our model achieves significantly enhanced expressiveness and fidelity in cinematic contexts compared to existing approaches. We conducted extensive experiments, benchmarking our method against cutting-edge models such as Hunyuan-Avatar and Omnihuman. The experimental results consistently demonstrate that our approach significantly outperforms these existing solutions. Additionally, we explore the versatility of our method through its applications in long-form video generation and precise video lip-sync editing.
MotionLCM: Real-time Controllable Motion Generation via Latent Consistency Model
This work introduces MotionLCM, extending controllable motion generation to a real-time level. Existing methods for spatial control in text-conditioned motion generation suffer from significant runtime inefficiency. To address this issue, we first propose the motion latent consistency model (MotionLCM) for motion generation, building upon the latent diffusion model (MLD). By employing one-step (or few-step) inference, we further improve the runtime efficiency of the motion latent diffusion model for motion generation. To ensure effective controllability, we incorporate a motion ControlNet within the latent space of MotionLCM and enable explicit control signals (e.g., pelvis trajectory) in the vanilla motion space to control the generation process directly, similar to controlling other latent-free diffusion models for motion generation. By employing these techniques, our approach can generate human motions with text and control signals in real-time. Experimental results demonstrate the remarkable generation and controlling capabilities of MotionLCM while maintaining real-time runtime efficiency.
Physics-based Motion Retargeting from Sparse Inputs
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.
MotionAgent: Fine-grained Controllable Video Generation via Motion Field Agent
We propose MotionAgent, enabling fine-grained motion control for text-guided image-to-video generation. The key technique is the motion field agent that converts motion information in text prompts into explicit motion fields, providing flexible and precise motion guidance. Specifically, the agent extracts the object movement and camera motion described in the text and converts them into object trajectories and camera extrinsics, respectively. An analytical optical flow composition module integrates these motion representations in 3D space and projects them into a unified optical flow. An optical flow adapter takes the flow to control the base image-to-video diffusion model for generating fine-grained controlled videos. The significant improvement in the Video-Text Camera Motion metrics on VBench indicates that our method achieves precise control over camera motion. We construct a subset of VBench to evaluate the alignment of motion information in the text and the generated video, outperforming other advanced models on motion generation accuracy.
Human Motion Diffusion Model
Natural and expressive human motion generation is the holy grail of computer animation. It is a challenging task, due to the diversity of possible motion, human perceptual sensitivity to it, and the difficulty of accurately describing it. Therefore, current generative solutions are either low-quality or limited in expressiveness. Diffusion models, which have already shown remarkable generative capabilities in other domains, are promising candidates for human motion due to their many-to-many nature, but they tend to be resource hungry and hard to control. In this paper, we introduce Motion Diffusion Model (MDM), a carefully adapted classifier-free diffusion-based generative model for the human motion domain. MDM is transformer-based, combining insights from motion generation literature. A notable design-choice is the prediction of the sample, rather than the noise, in each diffusion step. This facilitates the use of established geometric losses on the locations and velocities of the motion, such as the foot contact loss. As we demonstrate, MDM is a generic approach, enabling different modes of conditioning, and different generation tasks. We show that our model is trained with lightweight resources and yet achieves state-of-the-art results on leading benchmarks for text-to-motion and action-to-motion. https://guytevet.github.io/mdm-page/ .
MMM: Generative Masked Motion Model
Recent advances in text-to-motion generation using diffusion and autoregressive models have shown promising results. However, these models often suffer from a trade-off between real-time performance, high fidelity, and motion editability. To address this gap, we introduce MMM, a novel yet simple motion generation paradigm based on Masked Motion Model. MMM consists of two key components: (1) a motion tokenizer that transforms 3D human motion into a sequence of discrete tokens in latent space, and (2) a conditional masked motion transformer that learns to predict randomly masked motion tokens, conditioned on the pre-computed text tokens. By attending to motion and text tokens in all directions, MMM explicitly captures inherent dependency among motion tokens and semantic mapping between motion and text tokens. During inference, this allows parallel and iterative decoding of multiple motion tokens that are highly consistent with fine-grained text descriptions, therefore simultaneously achieving high-fidelity and high-speed motion generation. In addition, MMM has innate motion editability. By simply placing mask tokens in the place that needs editing, MMM automatically fills the gaps while guaranteeing smooth transitions between editing and non-editing parts. Extensive experiments on the HumanML3D and KIT-ML datasets demonstrate that MMM surpasses current leading methods in generating high-quality motion (evidenced by superior FID scores of 0.08 and 0.429), while offering advanced editing features such as body-part modification, motion in-betweening, and the synthesis of long motion sequences. In addition, MMM is two orders of magnitude faster on a single mid-range GPU than editable motion diffusion models. Our project page is available at https://exitudio.github.io/MMM-page.
PoseAnimate: Zero-shot high fidelity pose controllable character animation
Image-to-video(I2V) generation aims to create a video sequence from a single image, which requires high temporal coherence and visual fidelity with the source image.However, existing approaches suffer from character appearance inconsistency and poor preservation of fine details. Moreover, they require a large amount of video data for training, which can be computationally demanding.To address these limitations,we propose PoseAnimate, a novel zero-shot I2V framework for character animation.PoseAnimate contains three key components: 1) Pose-Aware Control Module (PACM) incorporates diverse pose signals into conditional embeddings, to preserve character-independent content and maintain precise alignment of actions.2) Dual Consistency Attention Module (DCAM) enhances temporal consistency, and retains character identity and intricate background details.3) Mask-Guided Decoupling Module (MGDM) refines distinct feature perception, improving animation fidelity by decoupling the character and background.We also propose a Pose Alignment Transition Algorithm (PATA) to ensure smooth action transition.Extensive experiment results demonstrate that our approach outperforms the state-of-the-art training-based methods in terms of character consistency and detail fidelity. Moreover, it maintains a high level of temporal coherence throughout the generated animations.
Character-Adapter: Prompt-Guided Region Control for High-Fidelity Character Customization
Customized image generation, which seeks to synthesize images with consistent characters, holds significant relevance for applications such as storytelling, portrait generation, and character design. However, previous approaches have encountered challenges in preserving characters with high-fidelity consistency due to inadequate feature extraction and concept confusion of reference characters. Therefore, we propose Character-Adapter, a plug-and-play framework designed to generate images that preserve the details of reference characters, ensuring high-fidelity consistency. Character-Adapter employs prompt-guided segmentation to ensure fine-grained regional features of reference characters and dynamic region-level adapters to mitigate concept confusion. Extensive experiments are conducted to validate the effectiveness of Character-Adapter. Both quantitative and qualitative results demonstrate that Character-Adapter achieves the state-of-the-art performance of consistent character generation, with an improvement of 24.8% compared with other methods. Our code will be released at https://github.com/Character-Adapter/Character-Adapte
CharCom: Composable Identity Control for Multi-Character Story Illustration
Ensuring character identity consistency across varying prompts remains a fundamental limitation in diffusion-based text-to-image generation. We propose CharCom, a modular and parameter-efficient framework that achieves character-consistent story illustration through composable LoRA adapters, enabling efficient per-character customization without retraining the base model. Built on a frozen diffusion backbone, CharCom dynamically composes adapters at inference using prompt-aware control. Experiments on multi-scene narratives demonstrate that CharCom significantly enhances character fidelity, semantic alignment, and temporal coherence. It remains robust in crowded scenes and enables scalable multi-character generation with minimal overhead, making it well-suited for real-world applications such as story illustration and animation.
Reenact Anything: Semantic Video Motion Transfer Using Motion-Textual Inversion
Recent years have seen a tremendous improvement in the quality of video generation and editing approaches. While several techniques focus on editing appearance, few address motion. Current approaches using text, trajectories, or bounding boxes are limited to simple motions, so we specify motions with a single motion reference video instead. We further propose to use a pre-trained image-to-video model rather than a text-to-video model. This approach allows us to preserve the exact appearance and position of a target object or scene and helps disentangle appearance from motion. Our method, called motion-textual inversion, leverages our observation that image-to-video models extract appearance mainly from the (latent) image input, while the text/image embedding injected via cross-attention predominantly controls motion. We thus represent motion using text/image embedding tokens. By operating on an inflated motion-text embedding containing multiple text/image embedding tokens per frame, we achieve a high temporal motion granularity. Once optimized on the motion reference video, this embedding can be applied to various target images to generate videos with semantically similar motions. Our approach does not require spatial alignment between the motion reference video and target image, generalizes across various domains, and can be applied to various tasks such as full-body and face reenactment, as well as controlling the motion of inanimate objects and the camera. We empirically demonstrate the effectiveness of our method in the semantic video motion transfer task, significantly outperforming existing methods in this context.
FantasyTalking: Realistic Talking Portrait Generation via Coherent Motion Synthesis
Creating a realistic animatable avatar from a single static portrait remains challenging. Existing approaches often struggle to capture subtle facial expressions, the associated global body movements, and the dynamic background. To address these limitations, we propose a novel framework that leverages a pretrained video diffusion transformer model to generate high-fidelity, coherent talking portraits with controllable motion dynamics. At the core of our work is a dual-stage audio-visual alignment strategy. In the first stage, we employ a clip-level training scheme to establish coherent global motion by aligning audio-driven dynamics across the entire scene, including the reference portrait, contextual objects, and background. In the second stage, we refine lip movements at the frame level using a lip-tracing mask, ensuring precise synchronization with audio signals. To preserve identity without compromising motion flexibility, we replace the commonly used reference network with a facial-focused cross-attention module that effectively maintains facial consistency throughout the video. Furthermore, we integrate a motion intensity modulation module that explicitly controls expression and body motion intensity, enabling controllable manipulation of portrait movements beyond mere lip motion. Extensive experimental results show that our proposed approach achieves higher quality with better realism, coherence, motion intensity, and identity preservation. Ours project page: https://fantasy-amap.github.io/fantasy-talking/.
Character Mixing for Video Generation
Imagine Mr. Bean stepping into Tom and Jerry--can we generate videos where characters interact naturally across different worlds? We study inter-character interaction in text-to-video generation, where the key challenge is to preserve each character's identity and behaviors while enabling coherent cross-context interaction. This is difficult because characters may never have coexisted and because mixing styles often causes style delusion, where realistic characters appear cartoonish or vice versa. We introduce a framework that tackles these issues with Cross-Character Embedding (CCE), which learns identity and behavioral logic across multimodal sources, and Cross-Character Augmentation (CCA), which enriches training with synthetic co-existence and mixed-style data. Together, these techniques allow natural interactions between previously uncoexistent characters without losing stylistic fidelity. Experiments on a curated benchmark of cartoons and live-action series with 10 characters show clear improvements in identity preservation, interaction quality, and robustness to style delusion, enabling new forms of generative storytelling.Additional results and videos are available on our project page: https://tingtingliao.github.io/mimix/.
SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control
Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at https://virtualhumans.mpi-inf.mpg.de/scenic/.
Free-viewpoint Human Animation with Pose-correlated Reference Selection
Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint change. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints.
AniClipart: Clipart Animation with Text-to-Video Priors
Clipart, a pre-made graphic art form, offers a convenient and efficient way of illustrating visual content. Traditional workflows to convert static clipart images into motion sequences are laborious and time-consuming, involving numerous intricate steps like rigging, key animation and in-betweening. Recent advancements in text-to-video generation hold great potential in resolving this problem. Nevertheless, direct application of text-to-video generation models often struggles to retain the visual identity of clipart images or generate cartoon-style motions, resulting in unsatisfactory animation outcomes. In this paper, we introduce AniClipart, a system that transforms static clipart images into high-quality motion sequences guided by text-to-video priors. To generate cartoon-style and smooth motion, we first define B\'{e}zier curves over keypoints of the clipart image as a form of motion regularization. We then align the motion trajectories of the keypoints with the provided text prompt by optimizing the Video Score Distillation Sampling (VSDS) loss, which encodes adequate knowledge of natural motion within a pretrained text-to-video diffusion model. With a differentiable As-Rigid-As-Possible shape deformation algorithm, our method can be end-to-end optimized while maintaining deformation rigidity. Experimental results show that the proposed AniClipart consistently outperforms existing image-to-video generation models, in terms of text-video alignment, visual identity preservation, and motion consistency. Furthermore, we showcase the versatility of AniClipart by adapting it to generate a broader array of animation formats, such as layered animation, which allows topological changes.
X-NeMo: Expressive Neural Motion Reenactment via Disentangled Latent Attention
We propose X-NeMo, a novel zero-shot diffusion-based portrait animation pipeline that animates a static portrait using facial movements from a driving video of a different individual. Our work first identifies the root causes of the key issues in prior approaches, such as identity leakage and difficulty in capturing subtle and extreme expressions. To address these challenges, we introduce a fully end-to-end training framework that distills a 1D identity-agnostic latent motion descriptor from driving image, effectively controlling motion through cross-attention during image generation. Our implicit motion descriptor captures expressive facial motion in fine detail, learned end-to-end from a diverse video dataset without reliance on pretrained motion detectors. We further enhance expressiveness and disentangle motion latents from identity cues by supervising their learning with a dual GAN decoder, alongside spatial and color augmentations. By embedding the driving motion into a 1D latent vector and controlling motion via cross-attention rather than additive spatial guidance, our design eliminates the transmission of spatial-aligned structural clues from the driving condition to the diffusion backbone, substantially mitigating identity leakage. Extensive experiments demonstrate that X-NeMo surpasses state-of-the-art baselines, producing highly expressive animations with superior identity resemblance. Our code and models are available for research.
Textual Decomposition Then Sub-motion-space Scattering for Open-Vocabulary Motion Generation
Text-to-motion generation is a crucial task in computer vision, which generates the target 3D motion by the given text. The existing annotated datasets are limited in scale, resulting in most existing methods overfitting to the small datasets and unable to generalize to the motions of the open domain. Some methods attempt to solve the open-vocabulary motion generation problem by aligning to the CLIP space or using the Pretrain-then-Finetuning paradigm. However, the current annotated dataset's limited scale only allows them to achieve mapping from sub-text-space to sub-motion-space, instead of mapping between full-text-space and full-motion-space (full mapping), which is the key to attaining open-vocabulary motion generation. To this end, this paper proposes to leverage the atomic motion (simple body part motions over a short time period) as an intermediate representation, and leverage two orderly coupled steps, i.e., Textual Decomposition and Sub-motion-space Scattering, to address the full mapping problem. For Textual Decomposition, we design a fine-grained description conversion algorithm, and combine it with the generalization ability of a large language model to convert any given motion text into atomic texts. Sub-motion-space Scattering learns the compositional process from atomic motions to the target motions, to make the learned sub-motion-space scattered to form the full-motion-space. For a given motion of the open domain, it transforms the extrapolation into interpolation and thereby significantly improves generalization. Our network, DSO-Net, combines textual decomposition and sub-motion-space scattering to solve the open-vocabulary motion generation. Extensive experiments demonstrate that our DSO-Net achieves significant improvements over the state-of-the-art methods on open-vocabulary motion generation. Code is available at https://vankouf.github.io/DSONet/.
Animate-A-Story: Storytelling with Retrieval-Augmented Video Generation
Generating videos for visual storytelling can be a tedious and complex process that typically requires either live-action filming or graphics animation rendering. To bypass these challenges, our key idea is to utilize the abundance of existing video clips and synthesize a coherent storytelling video by customizing their appearances. We achieve this by developing a framework comprised of two functional modules: (i) Motion Structure Retrieval, which provides video candidates with desired scene or motion context described by query texts, and (ii) Structure-Guided Text-to-Video Synthesis, which generates plot-aligned videos under the guidance of motion structure and text prompts. For the first module, we leverage an off-the-shelf video retrieval system and extract video depths as motion structure. For the second module, we propose a controllable video generation model that offers flexible controls over structure and characters. The videos are synthesized by following the structural guidance and appearance instruction. To ensure visual consistency across clips, we propose an effective concept personalization approach, which allows the specification of the desired character identities through text prompts. Extensive experiments demonstrate that our approach exhibits significant advantages over various existing baselines.
DRiVE: Diffusion-based Rigging Empowers Generation of Versatile and Expressive Characters
Recent advances in generative models have enabled high-quality 3D character reconstruction from multi-modal. However, animating these generated characters remains a challenging task, especially for complex elements like garments and hair, due to the lack of large-scale datasets and effective rigging methods. To address this gap, we curate AnimeRig, a large-scale dataset with detailed skeleton and skinning annotations. Building upon this, we propose DRiVE, a novel framework for generating and rigging 3D human characters with intricate structures. Unlike existing methods, DRiVE utilizes a 3D Gaussian representation, facilitating efficient animation and high-quality rendering. We further introduce GSDiff, a 3D Gaussian-based diffusion module that predicts joint positions as spatial distributions, overcoming the limitations of regression-based approaches. Extensive experiments demonstrate that DRiVE achieves precise rigging results, enabling realistic dynamics for clothing and hair, and surpassing previous methods in both quality and versatility. The code and dataset will be made public for academic use upon acceptance.
Versatile Multimodal Controls for Whole-Body Talking Human Animation
Human animation from a single reference image shall be flexible to synthesize whole-body motion for either a headshot or whole-body portrait, where the motions are readily controlled by audio signal and text prompts. This is hard for most existing methods as they only support producing pre-specified head or half-body motion aligned with audio inputs. In this paper, we propose a versatile human animation method, i.e., VersaAnimator, which generates whole-body talking human from arbitrary portrait images, not only driven by audio signal but also flexibly controlled by text prompts. Specifically, we design a text-controlled, audio-driven motion generator that produces whole-body motion representations in 3D synchronized with audio inputs while following textual motion descriptions. To promote natural smooth motion, we propose a code-pose translation module to link VAE codebooks with 2D DWposes extracted from template videos. Moreover, we introduce a multi-modal video diffusion that generates photorealistic human animation from a reference image according to both audio inputs and whole-body motion representations. Extensive experiments show that VersaAnimator outperforms existing methods in visual quality, identity preservation, and audio-lip synchronization.
Sitcom-Crafter: A Plot-Driven Human Motion Generation System in 3D Scenes
Recent advancements in human motion synthesis have focused on specific types of motions, such as human-scene interaction, locomotion or human-human interaction, however, there is a lack of a unified system capable of generating a diverse combination of motion types. In response, we introduce Sitcom-Crafter, a comprehensive and extendable system for human motion generation in 3D space, which can be guided by extensive plot contexts to enhance workflow efficiency for anime and game designers. The system is comprised of eight modules, three of which are dedicated to motion generation, while the remaining five are augmentation modules that ensure consistent fusion of motion sequences and system functionality. Central to the generation modules is our novel 3D scene-aware human-human interaction module, which addresses collision issues by synthesizing implicit 3D Signed Distance Function (SDF) points around motion spaces, thereby minimizing human-scene collisions without additional data collection costs. Complementing this, our locomotion and human-scene interaction modules leverage existing methods to enrich the system's motion generation capabilities. Augmentation modules encompass plot comprehension for command generation, motion synchronization for seamless integration of different motion types, hand pose retrieval to enhance motion realism, motion collision revision to prevent human collisions, and 3D retargeting to ensure visual fidelity. Experimental evaluations validate the system's ability to generate high-quality, diverse, and physically realistic motions, underscoring its potential for advancing creative workflows. Project page: https://windvchen.github.io/Sitcom-Crafter.
AnimateAnything: Fine-Grained Open Domain Image Animation with Motion Guidance
Image animation is a key task in computer vision which aims to generate dynamic visual content from static image. Recent image animation methods employ neural based rendering technique to generate realistic animations. Despite these advancements, achieving fine-grained and controllable image animation guided by text remains challenging, particularly for open-domain images captured in diverse real environments. In this paper, we introduce an open domain image animation method that leverages the motion prior of video diffusion model. Our approach introduces targeted motion area guidance and motion strength guidance, enabling precise control the movable area and its motion speed. This results in enhanced alignment between the animated visual elements and the prompting text, thereby facilitating a fine-grained and interactive animation generation process for intricate motion sequences. We validate the effectiveness of our method through rigorous experiments on an open-domain dataset, with the results showcasing its superior performance. Project page can be found at https://animationai.github.io/AnimateAnything.
MotionBank: A Large-scale Video Motion Benchmark with Disentangled Rule-based Annotations
In this paper, we tackle the problem of how to build and benchmark a large motion model (LMM). The ultimate goal of LMM is to serve as a foundation model for versatile motion-related tasks, e.g., human motion generation, with interpretability and generalizability. Though advanced, recent LMM-related works are still limited by small-scale motion data and costly text descriptions. Besides, previous motion benchmarks primarily focus on pure body movements, neglecting the ubiquitous motions in context, i.e., humans interacting with humans, objects, and scenes. To address these limitations, we consolidate large-scale video action datasets as knowledge banks to build MotionBank, which comprises 13 video action datasets, 1.24M motion sequences, and 132.9M frames of natural and diverse human motions. Different from laboratory-captured motions, in-the-wild human-centric videos contain abundant motions in context. To facilitate better motion text alignment, we also meticulously devise a motion caption generation algorithm to automatically produce rule-based, unbiased, and disentangled text descriptions via the kinematic characteristics for each motion. Extensive experiments show that our MotionBank is beneficial for general motion-related tasks of human motion generation, motion in-context generation, and motion understanding. Video motions together with the rule-based text annotations could serve as an efficient alternative for larger LMMs. Our dataset, codes, and benchmark will be publicly available at https://github.com/liangxuy/MotionBank.
KinMo: Kinematic-aware Human Motion Understanding and Generation
Controlling human motion based on text presents an important challenge in computer vision. Traditional approaches often rely on holistic action descriptions for motion synthesis, which struggle to capture subtle movements of local body parts. This limitation restricts the ability to isolate and manipulate specific movements. To address this, we propose a novel motion representation that decomposes motion into distinct body joint group movements and interactions from a kinematic perspective. We design an automatic dataset collection pipeline that enhances the existing text-motion benchmark by incorporating fine-grained local joint-group motion and interaction descriptions. To bridge the gap between text and motion domains, we introduce a hierarchical motion semantics approach that progressively fuses joint-level interaction information into the global action-level semantics for modality alignment. With this hierarchy, we introduce a coarse-to-fine motion synthesis procedure for various generation and editing downstream applications. Our quantitative and qualitative experiments demonstrate that the proposed formulation enhances text-motion retrieval by improving joint-spatial understanding, and enables more precise joint-motion generation and control. Project Page: {\smallhttps://andypinxinliu.github.io/KinMo/}
HumanTOMATO: Text-aligned Whole-body Motion Generation
This work targets a novel text-driven whole-body motion generation task, which takes a given textual description as input and aims at generating high-quality, diverse, and coherent facial expressions, hand gestures, and body motions simultaneously. Previous works on text-driven motion generation tasks mainly have two limitations: they ignore the key role of fine-grained hand and face controlling in vivid whole-body motion generation, and lack a good alignment between text and motion. To address such limitations, we propose a Text-aligned whOle-body Motion generATiOn framework, named HumanTOMATO, which is the first attempt to our knowledge towards applicable holistic motion generation in this research area. To tackle this challenging task, our solution includes two key designs: (1) a Holistic Hierarchical VQ-VAE (aka H^2VQ) and a Hierarchical-GPT for fine-grained body and hand motion reconstruction and generation with two structured codebooks; and (2) a pre-trained text-motion-alignment model to help generated motion align with the input textual description explicitly. Comprehensive experiments verify that our model has significant advantages in both the quality of generated motions and their alignment with text.
LivePhoto: Real Image Animation with Text-guided Motion Control
Despite the recent progress in text-to-video generation, existing studies usually overlook the issue that only spatial contents but not temporal motions in synthesized videos are under the control of text. Towards such a challenge, this work presents a practical system, named LivePhoto, which allows users to animate an image of their interest with text descriptions. We first establish a strong baseline that helps a well-learned text-to-image generator (i.e., Stable Diffusion) take an image as a further input. We then equip the improved generator with a motion module for temporal modeling and propose a carefully designed training pipeline to better link texts and motions. In particular, considering the facts that (1) text can only describe motions roughly (e.g., regardless of the moving speed) and (2) text may include both content and motion descriptions, we introduce a motion intensity estimation module as well as a text re-weighting module to reduce the ambiguity of text-to-motion mapping. Empirical evidence suggests that our approach is capable of well decoding motion-related textual instructions into videos, such as actions, camera movements, or even conjuring new contents from thin air (e.g., pouring water into an empty glass). Interestingly, thanks to the proposed intensity learning mechanism, our system offers users an additional control signal (i.e., the motion intensity) besides text for video customization.
Generative Human Motion Stylization in Latent Space
Human motion stylization aims to revise the style of an input motion while keeping its content unaltered. Unlike existing works that operate directly in pose space, we leverage the latent space of pretrained autoencoders as a more expressive and robust representation for motion extraction and infusion. Building upon this, we present a novel generative model that produces diverse stylization results of a single motion (latent) code. During training, a motion code is decomposed into two coding components: a deterministic content code, and a probabilistic style code adhering to a prior distribution; then a generator massages the random combination of content and style codes to reconstruct the corresponding motion codes. Our approach is versatile, allowing the learning of probabilistic style space from either style labeled or unlabeled motions, providing notable flexibility in stylization as well. In inference, users can opt to stylize a motion using style cues from a reference motion or a label. Even in the absence of explicit style input, our model facilitates novel re-stylization by sampling from the unconditional style prior distribution. Experimental results show that our proposed stylization models, despite their lightweight design, outperform the state-of-the-art in style reenactment, content preservation, and generalization across various applications and settings. Project Page: https://murrol.github.io/GenMoStyle
The Language of Motion: Unifying Verbal and Non-verbal Language of 3D Human Motion
Human communication is inherently multimodal, involving a combination of verbal and non-verbal cues such as speech, facial expressions, and body gestures. Modeling these behaviors is essential for understanding human interaction and for creating virtual characters that can communicate naturally in applications like games, films, and virtual reality. However, existing motion generation models are typically limited to specific input modalities -- either speech, text, or motion data -- and cannot fully leverage the diversity of available data. In this paper, we propose a novel framework that unifies verbal and non-verbal language using multimodal language models for human motion understanding and generation. This model is flexible in taking text, speech, and motion or any combination of them as input. Coupled with our novel pre-training strategy, our model not only achieves state-of-the-art performance on co-speech gesture generation but also requires much less data for training. Our model also unlocks an array of novel tasks such as editable gesture generation and emotion prediction from motion. We believe unifying the verbal and non-verbal language of human motion is essential for real-world applications, and language models offer a powerful approach to achieving this goal. Project page: languageofmotion.github.io.
Large Motion Model for Unified Multi-Modal Motion Generation
Human motion generation, a cornerstone technique in animation and video production, has widespread applications in various tasks like text-to-motion and music-to-dance. Previous works focus on developing specialist models tailored for each task without scalability. In this work, we present Large Motion Model (LMM), a motion-centric, multi-modal framework that unifies mainstream motion generation tasks into a generalist model. A unified motion model is appealing since it can leverage a wide range of motion data to achieve broad generalization beyond a single task. However, it is also challenging due to the heterogeneous nature of substantially different motion data and tasks. LMM tackles these challenges from three principled aspects: 1) Data: We consolidate datasets with different modalities, formats and tasks into a comprehensive yet unified motion generation dataset, MotionVerse, comprising 10 tasks, 16 datasets, a total of 320k sequences, and 100 million frames. 2) Architecture: We design an articulated attention mechanism ArtAttention that incorporates body part-aware modeling into Diffusion Transformer backbone. 3) Pre-Training: We propose a novel pre-training strategy for LMM, which employs variable frame rates and masking forms, to better exploit knowledge from diverse training data. Extensive experiments demonstrate that our generalist LMM achieves competitive performance across various standard motion generation tasks over state-of-the-art specialist models. Notably, LMM exhibits strong generalization capabilities and emerging properties across many unseen tasks. Additionally, our ablation studies reveal valuable insights about training and scaling up large motion models for future research.
MotionGPT: Human Motion as a Foreign Language
Though the advancement of pre-trained large language models unfolds, the exploration of building a unified model for language and other multi-modal data, such as motion, remains challenging and untouched so far. Fortunately, human motion displays a semantic coupling akin to human language, often perceived as a form of body language. By fusing language data with large-scale motion models, motion-language pre-training that can enhance the performance of motion-related tasks becomes feasible. Driven by this insight, we propose MotionGPT, a unified, versatile, and user-friendly motion-language model to handle multiple motion-relevant tasks. Specifically, we employ the discrete vector quantization for human motion and transfer 3D motion into motion tokens, similar to the generation process of word tokens. Building upon this "motion vocabulary", we perform language modeling on both motion and text in a unified manner, treating human motion as a specific language. Moreover, inspired by prompt learning, we pre-train MotionGPT with a mixture of motion-language data and fine-tune it on prompt-based question-and-answer tasks. Extensive experiments demonstrate that MotionGPT achieves state-of-the-art performances on multiple motion tasks including text-driven motion generation, motion captioning, motion prediction, and motion in-between.
