cs.GRMay 30, 2025

MotionPersona: Real-Time Locomotion Control across Personas, Bodies, and Styles

Authors: Mingyi Shi, Wei Liu, Jidong Mei, Wangpok Tse, Rui Chen, Xuelin Chen, Taku Komura

Organizations: The University of Hong Kong, Hong Kong · Shandong University, China · Hong Kong University of Science and Technology, Hong Kong · Adobe Research, UK · TransGP, Hong Kong

Abstract

We present MotionPersona, a generative framework for character-aware locomotion control, in which the motion for a command depends on the captured persona, the body shape, and the character's style. Unlike style, which one performer can vary at will, persona and body shape are coupled in capture: each performer is observed in only one body. The captured data therefore cannot uniquely determine which motion characteristics should follow the persona and which should change with the body, leaving unseen persona-body combinations unconstrained. We capture 48 performers, aged 5 to 68, under the same nine styles and seven commands, 44 of them with persona annotation. From this repeated-measures design, we identify two robust associations between body shape and gait. These measurements guide a cross-body specification of which characteristics should change and which should be preserved. We implement this specification through a physically informed retargeting pipeline, producing cross-body training data while penalizing penetration and foot skating. On this data we train a single generative controller. A shape-aware VAE compresses each motion block into a few latent tokens and renders them on a conditioned target body under explicit geometric supervision; over these tokens, a latent flow-matching prior generates persona- and style-conditioned motion in two sampling steps. The controller covers all captured personas, a wide family of SMPL-X target bodies, and nine styles in one model, and runs at 27 ms per block on two threads of a laptop CPU. We verify the framework at every stage, following the same gait descriptors from captured to retargeted to generated motion and sweeping each axis in isolation. To our knowledge, this is the first real-time locomotion controller that carries part of a captured persona's performer-specific variation across independently selected body shapes and styles.

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