Third-person human videos offer a scalable alternative to task-specific reward engineering, teleoperation, and manually scripted demonstrations for humanoid loco-manipulation. Recent video-to-humanoid systems have shown that noisy human motion, object trajectories, and contacts can be extracted from unstructured videos and refined into deployable skills. However, a key gap remains for contact-rich imitation: the task is often defined by world-frame contacts whose poses, timing, and speed must survive embodiment mismatch and runtime scene changes. Towards this, we present VICAR (Video Imitation with Contact-Aware Retargeting), a pipeline for learning humanoid interactive skills from third-person human videos. The system first recovers human motion, reconstructs task-relevant obstacles from monocular video, and then retargets the motion to a humanoid while preserving global contact poses, motion speed, and collision clearance. Unlike retargeting methods that only remove penetration or preserve local interaction geometry, our formulation represents user-specified contact poses and collision clearance as high-priority Lagrangian penalty terms and optimizes the full motion to remain smooth through contact-rich transitions. The resulting motions are used to train a contact-conditioned motion generator whose inputs include movable contact points enabling runtime adaptation to new contact positions. We demonstrate the framework on ten diverse third-person video skills, including six table-tennis serves, three object-pickup tasks, and ladder climbing, and deploy the learned skills on hardware. These results suggest that contact-preserving retargeting is a practical step toward humanoids that learn useful interactive behavior by watching humans.
Figures & tables
Fig. 1: Temporally aligned human input and robot execution frames for representative skills: (a) table-tennis serving, (b) bimanual pick-and-place, (c) under-table pickup with table-edge support, and (d) ladder climbing in simulation. All tasks except ladder climbing are evaluated on hardware.
Fig. 2: Relative table-height mismatch across embodiments: the same table is near waist height for the human but near chest height for the shorter G1.
Fig. 3: Tabletop retargeting: red indicates penetration or discontinuity; green indicates a collision-free, continuous path.
Fig. 4: Overview of VICAR, with corresponding manuscript subsections labeled in the diagram. Deployment is zero-shot sim-to-real in the sense that training uses no real-robot data; motion capture supplies state observations at test time.
Tracks selected body-link positions relative to the anchor.
Relative body orientation
1.0
0.4
Tracks selected body-link orientations.
Body linear velocity
1.0
1.0
Tracks selected body-link linear velocities.
Body angular velocity
1.0
π
Tracks selected body-link angular velocities.
TABLE II: G1 tracking and regularization rewards; tracking terms use Eq. ( 12 ).
#
Skill
Preserved Contacts
Movable Contacts
1
Simple forehand serve
Toss
Racket hit pose
2
Simple backhand serve
Toss
Racket hit pose
3
Forehand chop serve
Toss
Racket hit pose
4
Backhand chop serve
Toss
Racket hit pose
5
Forehand side-spin serve
Toss
Racket hit pose
6
Backhand side-spin serve
Toss
Racket hit pose
TABLE III: Evaluation task suite.
Fig. 5: Motion augmentation by contact points.
Fig. 6: Success rate at held-out in-distribution contact points versus the number of augmented trajectories.
Table-tennis serves / Bimanual pick-place / Pick under table
Method
Pen. (cm) ↓
Anchor res. (cm) ↓
Infeas. (%) ↓
Avg jerk (rad/step 3 ) ↓
Max vel. (rad/step) ↓
Speed err. (m/step) ↓
RL success (%) ↑
PHC [ 5 ]
0.00 /3.54/0.75
–
–
0.059/ .0020 / .0016
1.496/ .205 / .096
.014/.073/.013
41.0/0.0/0.0
GMR [ 21 ]
0.00 /4.21/7.43
–
–
.033/.0049/.0045
.831/1.159/.523
.0018/.397/.023
97.2/52.4/46.8
VideoMimic [ 1 ]
0.00 /.53/.37
–
–
.033/.0051/.0054
.894/1.204/.614
.0018/.464/.120
96.3/99.7/94.6
OmniRetarget [ 3 ]
0.00 / .03 /.06
–
–
.062/.0046/.0020
1.597/.833/.176
.014/.946/.013
99.8 / 100 /98.1
VICAR
0.00 /.04/ .01
.12/.42/.52
0.0/0.0/0.0
.032 /.0026/.0024
.787 /.249/.098
.000 / .0014 / .00019
99.8 / 100 / 99.2
TABLE IV: Retargeting and downstream tracking results. Cells follow the group-header order. Anchor residual and infeasibility (frames with penetration >1 cm) are reported for VICAR; – denotes unreported measurements. The speed ablation is evaluated on the two obstacle-critical tasks.
Learning from demonstration (LfD) has enabled humanoid robots to acquire diverse whole-body skills, but extending this paradigm to human-object interaction (HOI) is limited by the availability of robot-compatible interaction references. We present HOI-Retarget, a contact-centric retargeting method that transfers HOI onto a humanoid robot for large-scale motion-data generation. Its windowed trajectory optimization uses every labeled contact as a target in the object frame, balancing body tracking, foot support and smoothness under the robot's kinematic limits. The method can augment a single demonstration across object sizes, absorb contacts reconstructed from monocular video, and extend to several robots manipulating one object. We publicly release the code and the retargeted motion dataset.
Jihwan Shin, Adrià López Escoriza, Junzhe He +2
Robotic Systems Lab, ETH Zürich, 8092 Zürich, Switzerland
Imitation Learning from monocular video demonstrations provides a scalable approach for teaching complex skills to humanoid robots. However, translating human motion to humanoids requires overcoming significant morphological mismatches. Standard approaches rely on Geometric Retargeting or Indirect Dynamic Retargeting pipelines. We identify that these intermediate kinematic projections introduce a geometric bias, restricting the search space and yielding suboptimal dynamic behaviors. In this paper, we propose Direct Dynamic Retargeting (DDR), a novel single-stage framework that generates high-fidelity, dynamically feasible trajectories directly from expert videos. By formulating the problem in the task space and leveraging a sampling-based Model Predictive Control solver within a physics simulator, DDR natively optimizes over complex contact sequences while mitigating input drift. Our experiments demonstrate that bypassing the geometric bias allows DDR to outperform state-of-the-art baselines in demonstration tracking accuracy. Furthermore, we establish that providing such physically viable references to RL agents accelerates training convergence and enhances the final execution of agile and balancing behaviors. Source code will be made publicly available.
Constant Roux, Ludovic De Matteïs, Armand Jordana +4
LAAS-CNRS, Université de Toulouse, CNRS, Toulouse, France · IRT Saint-Exupéry, Toulouse, France · Artificial and Natural Intelligence Toulouse Institute (ANITI), Toulouse, France
Human hand-object interactions (HOIs) provide a rich source of demonstrations for dexterous manipulation, but learning directly from them presents challenges in bridging morphology gaps, ensuring dynamical feasibility, and sim-to-real deployment. We present Morphometric Imitation, a three-stage framework that transforms reconstructed HOIs into zero-shot sim-to-real visuomotor policies. First, morphometric optimization (MMO) kinematically retargets human motion across hand morphologies while preserving demonstrated contacts. Second, residual reinforcement learning (RL) refines the kinematic reference using object pose and contact information from the human motion to produce dynamically feasible robot demonstrations. Third, these demonstrations are distilled into visuomotor policies. Across three robot hands and ten HOIs, MMO outperforms five baselines in contact F1, improving on the strongest ones by 8 to 28 points, while improving the success rate of downstream dynamic retargeting by as much as 35 points. On a Sharpa hand, the visuomotor policies achieve 89.3% zero-shot success in 300 real-world trials on 30 objects spanning 10 categories. Project page: https://morphometricimitation.github.io
Tara Sadjadpour, Siming He, C. K. Wolfe +5
Department of Electrical Engineering and Computer Science at the University of California, Berkeley, CA, USA