Organizations: Technical University of Darmstadt, Germany · Max-Planck Institute for Intelligent Systems, Tuebingen, Germany · University of Tuebingen, Germany · Tubingen AI Center, Germany · Max Planck Institute for Informatics, Saarland Informatics Campus, Germany
Hands play a central role in daily life, yet modeling natural hand motions remains underexplored. Existing methods that tackle text-to-hand-motion generation or hand animation captioning rely on studio-captured datasets with limited actions and contexts, making them costly to scale to "in-the-wild" settings. Further, contemporary models and their training schemes struggle to capture animation fidelity with text-motion alignment. To address this, we (1) introduce '3D Hands in the Wild' (3D-HIW), a dataset of 32K 3D hand-motion sequences and aligned text, and (2) propose CLUTCH, an LLM-based hand animation system with two critical innovations: (a) SHIFT, a novel VQ-VAE architecture to tokenize hand motion, and (b) a geometric refinement stage to finetune the LLM. To build 3D-HIW, we propose a data annotation pipeline that combines vision-language models (VLMs) and state-of-the-art 3D hand trackers, and apply it to a large corpus of egocentric action videos covering a wide range of scenarios. To fully capture motion in-the-wild, CLUTCH employs SHIFT, a part-modality decomposed VQ-VAE, which improves generalization and reconstruction fidelity. Finally, to improve animation quality, we introduce a geometric refinement stage, where CLUTCH is co-supervised with a reconstruction loss applied directly to decoded hand motion parameters. Experiments demonstrate state-of-the-art performance on text-to-motion and motion-to-text tasks, establishing the first benchmark for scalable in-the-wild hand motion modelling. Code, data and models will be released.
Figures & tables
Figure 1: CLUTCH is a novel LLM-based model that enables text-conditioned synthesis (left) and captioning of in-the-wild 3D hand motions (right).
Figure 2: Overview: CLUTCH is an LLM for synthesizing and captioning in-the-wild 3D hand motions. To train this model, we (i) generate an in-the-wild hand motion dataset ( Section 3 ). We (ii) tokenize the hand motion using a novel decomposed VQ-VAE tokenizer ( Section 4.1 ). We (iii) train the LLM to model both text and motion in a unified token space ( Section 4.2 ).
Figure 3: Data annotation pipeline: We generate motion–text pairs from egocentric videos using a novel automated annotation framework combined with a state-of-the-art hand tracker. Text annotations are produced by first applying Parallel Chain-of-Thought prompting for open-vocabulary reasoning, followed by a closed-vocabulary refinement stage.
Figure 4: Example of the two-stage annotation pipeline for an egocentric video ( Figure 5 ).
Figure 5: Examples of the generated annotation and motion reconstruction from egocentric videos using our data annotation pipeline. For better visulaization please see the SupMat video.
Figure 6: Comparison of our 3D-HIW dataset with existing datasets (GRAB, Gigahands). Left: 2D trajectory density plots show that our dataset covers a broader spatial range with more diverse start–end distributions. Right: t-SNE embeddings of trajectories and hand poses further highlight that our data spans a significantly wider distribution, capturing natural variability.
Figure 7: SHIFT Tokenizer overview.
Method
RP3 ↑
MMD ↓
KID ↓
Div →
MM ↑
Ground Truth
0.667 ± 0.004
1.903 ± 0.005
3.964 ± 0.189
HumanMDM
0.694 ± 0.005
1.971 ± 0.019
0.344 ± 0.02
3.824 ± 0.177
1.748 ± 0.069
MotionGPT
0.573 ± 0.009
2.183 ± 0.013
0.756 ± 0.03
3.642 ± 0.119
2.015 ± 0.095
T2M-GPT
0.683 ± 0.005
1.976 ± 0.011
0.431 ± 0.02
3.854 ± 0.130
1.892 ± 0.085
Ours
0.721 ± 0.004
1.765 ± 0.016
0.216 ± 0.02
3.865 ± 0.124
1.984 ± 0.084
Table 1: Comparison of various methods on RPrecision, MMDist, KID Mean, Diversity, and MultiModality. Lower is better for all metrics except RPrecision and Diversity.
Table 9
Figure 8: Qualitative results for text-to-motion synthesis.
Figure 9: Motion-to-Text captioning results.
Figure 12Table 13
T2M
M2T
Method
RP3 ↑
KID ↓
RP3 ↑
B4 ↑
T5-Small (50M)
0.545
0.732
0.292
0.089
T5-Base (220M)
0.721
0.216
0.571
0.181
T5-Large (770M)
0.733
0.092
0.578
0.192
Table 7: Impact of model size on the performance.
Appendix figures & tables12 assets
Supplementary material from the paper’s appendix.
Appendix
T2M
M2T
Method
RP3 ↑
KID ↓
RP3 ↑
B4 ↑
Ours (HA)
0.551
0.148
0.496
0.153
Ours (DA)
0.462
0.192
0.489
0.114
Ours(HA+DA)
0.721
0.216
0.571
0.181
Appendix
Table 8: Effect of different types annotation on Text-to-Motion task performance. HA: High-level annotation, DA: Fine-grained Annotation.
Method
Num. / dim
MPJPE ↓
ACCEL ↓
Div →
GT
3.964
MotionGPT
512 / 512
93.486
8.340
3.683
Std. VQ-VAE
4K / 64
93.258
7.771
3.450
Std VQ-VAE
8K / 64
92.150
7.859
3.539
Std VQ-VAE
4K / 256
93.045
8.014
3.647
PD VQ-VAE
4K / 64
95.266
7.500
3.647
Appendix
Table 9: VQVAE analysis - Extened version
Method
RP3 ↑
MMDist ↓
KID ↓
Diversity →
MultiModality ↑
Ground Truth
0.525
2.763
–
4.581
–
HumanMDM
0.429
4.047
0.0107
4.915
2.567
MotionGPT
0.371
3.609
0.0409
3.315
1.955
T2MGPT
0.407
3.761
0.0773
4.956
1.658
Ours
0.492
3.008
0.0144
3.811
2.393
Appendix
Table 10: T2M evaluation results on ARCTIC+GRAB.
Method
RP3 ↑
Bleu4 ↑
Bleu1 ↑
ROUGE_L ↑
TM2T
0.3519
0.1815
0.2245
0.5174
MotionGPT
0.4262
0.2158
0.5167
0.5278
Ours
0.4601
0.2341
0.5732
0.5822
Appendix
Table 11: M2T evaluation results on ARCTIC+GRAB.
T2M
M2T
LM ( α )
Rec ( λ )
RP3 ↑
KID ↓
RP3 ↑
Bleu4 ↑
GT
0.671
–
0.667
–
0
1
0.413
0.886
0.099
0.021
0.1
0.9
0.498
0.725
0.357
0.077
0.25
0.75
0.522
0.335
0.403
0.116
0.5
0.5
0.721
0.216
0.571
0.181
Appendix
Table 12: Sensitivity study of the LM loss weight α and reconstruction loss weight λ . Left: M2T performance (RP3, KID). Right: T2M performance (RP3, Bleu4). GT: Ground Truth
Method
RP3 ↑
MMD ↓
w/o. both hands filter
0.178
3.819
w/o. accl.
0.422
2.653
w/o. temp smooth.
0.511
2.249
w/o. verifier filter.
0.553
2.019
Ours (final)
0.666
1.903
Appendix
Table 13: Dataset design choices evaluation
Figure 11: Top-N Verb and Nouns: We present the distribution of top-35 verbs and nouns in the ’3D Hands in the wild’ (3DHiW) dataset
Method
Rating (1-5)
A = Random
1.106
B = Our annotation pipeline
4.244
C = Human annotation
4.673
Appendix
Table 14: User study results. Left: annotation quality ratings. Right: motion quality ratings. Rating: 1 = Low, 5 = Best
Figure 12: MTurk interface used for the motion user study.
Figure 13: MTurk interface used for the text annotation user study.
Figure 14: Simplified natural language prompt summaries. First stage (top): First 4 tasks are used for PCoT, and Task 5 is the open vocabulary summarization of the output of the first 4 tasks. Second stage (bottom) is used for the final closed-vocabulary fine-grained annotation generations.
Figure 15: The exact formal prompts used in the data annotation pipeline. First stage (top): First 4 tasks are used for PCoT, and Task 5 is the open vocabulary summarization of the output of the first 4 tasks. Second stage (bottom) is used for the final closed-vocabulary fine-grained annotation generations. The prompts were designed following Shorten et al. (2024) .
Generating realistic 3D hand motion from natural language is vital for VR, robotics, and human-computer interaction. Existing methods either focus on full-body motion, overlooking detailed hand gestures, or require explicit 3D object meshes, limiting generality. We propose TSHaMo, a model-agnostic teacher-student diffusion framework for text-driven hand motion generation. The student model learns to synthesize motions from text alone, while the teacher leverages auxiliary signals (e.g., MANO parameters) to provide structured guidance during training. A co-training strategy enables the student to benefit from the teacher's intermediate predictions while remaining text-only at inference. Evaluated using two diffusion backbones on GRAB and H2O, TSHaMo consistently improves motion quality and diversity. Ablations confirm its robustness and flexibility in using diverse auxiliary inputs without requiring 3D objects at test time.
The emergence of virtual reality has necessitated the generation of detailed and customizable 3D hand models for interaction in the virtual world. However, the current methods for 3D hand model generation are both expensive and cumbersome, offering very little customizability to the users. While recent advancements in zero-shot text-to-3D synthesis have enabled the generation of diverse and customizable 3D models using Score Distillation Sampling (SDS), they do not generalize very well to 3D hand model generation, resulting in unnatural hand structures, view-inconsistencies and loss of details. To address these limitations, we introduce HandDreamer, the first method for zero-shot 3D hand model generation from text prompts. Our findings suggest that view-inconsistencies in SDS is primarily caused due to the ambiguity in the probability landscape described by the text prompt, resulting in similar views converging to different modes of the distribution. This is particularly aggravated for hands due to the large variations in articulations and poses. To alleviate this, we propose to use MANO hand model based initialization and a hand skeleton guided diffusion process to provide a strong prior for the hand structure and to ensure view and pose consistency. Further, we propose a novel corrective hand shape guidance loss to ensure that all the views of the 3D hand model converges to view-consistent modes, without leading to geometric distortions. Extensive evaluations demonstrate the superiority of our method over the state-of-the-art methods, paving a new way forward in 3D hand model generation.
4D hand motion reconstruction from egocentric video is bottlenecked by clear limitations of existing methods: image-based pipelines depend on a detector that fails under heavy occlusion, while video-based methods rely on temporal modules learned only from scarce hand-pose annotations, a narrow signal insufficient to model motion dynamics, occlusion reasoning, and hand-object interaction. These capabilities, however, are exactly what video generative models must implicitly acquire when trained to synthesize coherent video at internet scale. Motivated by this, we present ViDiHand, which leverages the representations of a pretrained video diffusion model to reconstruct 4D two-hand pose. We adapt it via a hand-overlay rendering objective that specializes its features for hands while preserving its world priors. A decoder then recovers metric-scale pose from the adapted features. The whole pipeline operates directly on full frames--no detector, no infiller, and no test-time optimization. On ARCTIC, HOT3D, and HOI4D, ViDiHand substantially outperforms prior methods, establishing video diffusion models as a powerful new foundation for hand motion reconstruction and a promising route to scalable in-the-wild data collection for embodied AI. Project page: https://vidihand.github.io.
Yuxi Wang, Chengkai Jin, Yufei Liu +6
1Nanyang Technological University · 2Shanghai Jiao Tong University