Organizations: Tencent, Shenzhen, China · Tsinghua University, Shenzhen, China · Nanyang Technological University, Singapore, Singapore · The University of Hong Kong, Shenzhen, China · University of Glasgow, Shanghai, China · Tencent and Southern University of Science and Technology, Shenzhen, China
This work explores monocular motion capture for dragon-type characters, which currently relies on manual keyframing due to the lack of high-quality datasets and parametric models. The primary obstacle lies in the extreme topological diversity across dragon rigs, where varying joint counts and naming conventions render traditional fixed-template regressors inapplicable. To address this, we introduce DragonMoCap, a novel framework that treats the target rig as a dynamic input rather than a fixed prior. By deliberately scoping the framework to the most prevalent production topologies, we ensure high-fidelity results across diverse morphologies. The core of our approach is the design of language-grounded joint query tokens, which establish a dual-property representation: ensuring intra-rig discriminability while maintaining cross-rig similarity. We further propose a non-parametric query-token retrieval mechanism to enable zero-shot adaptation to unseen rigs without retraining. Extensive evaluations demonstrate that DragonMoCap consistently outperforms HMR-style baselines across diverse dragon topologies. The practical utility of our framework is further evidenced by its integration into professional animation workflows, highlighting its potential for real-time industrial applications.
Figures & tables
Figure 1. DragonMocap captures a dragon motion from a monocular video and retargets it to diverse dragon rigs (Bipedal or quadrupedal, with or without wings).
Figure 2. Method overview. DragonMoCap is an image-based, per-frame predictor. For each input frame, a frozen image backbone produces image tokens. For each bone of the target rig, we build a language-grounded query token by combining a CLIP bone-name embedding with a topological descriptor. The transformer decoder uses these query tokens to cross-attend to the image tokens and predicts per-joint rotations. For unseen rigs, missing per-bone residuals are synthesized by retrieving and interpolating the learned residuals of the nearest bones in a bone embedding bank. A method diagram showing image tokens extracted by a frozen image backbone, language-grounded bone queries combining semantic and topological information, a transformer decoder for per-joint rotation prediction, and residual retrieval from a bone embedding bank for unseen dragon rigs.
Seen rigs
Unseen rigs
Method
MPJPE ↓
PA-MPJPE ↓
MPJPE ↓
PA-MPJPE ↓
SMPLest-X ( 2026 )
10.57
6.53
—
—
OSX ( 2023 )
11.20
7.12
—
—
Learned embedding
10.24
6.58
14.62
9.32
CLIP only
10.51
7.20
15.32
9.59
Topo only
10.84
6.67
14.82
9.63
Table 1. Quantitative comparison and query-design ablation on seen and unseen dragon rigs (MPJPE / PA-MPJPE in cm, lower is better). All methods are trained on our dragon data. External baselines (“—”) cannot be evaluated on unseen rigs because their output heads are defined over the training-rig joints. All variants use the same residual retrieval on unseen rigs. A table comparing external baselines and query designs using MPJPE and PA-MPJPE on seen and unseen dragon rigs.
Mean score ↑
Win rate ↑
Criterion
SMPLest-X
Ours
p
Ours vs. SMPLest-X
Motion fidelity
3.7
4.4
<0.001
72.5%
Anatomical plausibility
3.2
4.5
<0.001
83.6%
Overall visual quality
4.1
4.6
<0.001
74.8%
Table 2. User study on AI-generated inputs ( 40 participants ×30 clips =1,200 paired trials per criterion). Left: mean 5 -point Likert score. Right: win rate of ours over SMPLest-X, with ties counted as half a win. A user study table comparing motion fidelity, anatomical plausibility, and visual quality between SMPLest-X and DragonMoCap.
Figure 3. Qualitative results. We take a video as input, and the captured dragon is performed by SMPLest-X (A), OSX (B), and Ours (C). As baselines cannot be generalized to novel dragons, we only provide results on one target rig. Moreover, we provide another capture result for unseen rig at the bottom of (C).
Figure 4. One-video-to-many-rigs. A single input dragon video (left) simultaneously drives 8 dragon rigs of different topologies (right), producing coordinated yet rig-appropriate motion. Especially, the left 4 rigs are seen during training, and the right 4 rigs are unseen for our model.
Figure 5. t-SNE visualization of query embeddings. In contrast to baselines that suffer from a lack of global coherence or intermingled features, our integrated approach effectively resolves ambiguities between anatomically similar parts to achieve superior, semantic-aware clustering.
The explosion of generative 3D assets has created a massive demand for animation, yet current motion capture methods remain brittle, restricted to species-specific templates (e.g., SMPL) or requiring labor-intensive manual rigging. We introduce TopoCap, the first unified framework capable of extracting motion from monocular video and retargeting it onto characters with arbitrary, unseen skeletal topologies, i.e., from bipeds to hexapods and inanimate objects, without test-time optimization. Our key insight is that while skeletal structures are combinatorial and discrete, the underlying physics of motion occupy a continuous, low-dimensional manifold. We materialize this insight via a two-stage generative pipeline. First, we learn a Universal Motion Manifold using a Graph CVAE that compresses heterogeneous kinematic chains into a shared, fixed-length latent code. By explicitly conditioning the decoder on a structural embedding of the target rig, we disentangle motion dynamics from skeletal topology. Second, we treat video-to-animation as a conditional flow matching problem, predicting these topology-agnostic codes from visual features. To learn this generalized prior, we introduce Mobjaverse, a massive-scale dataset curated from Objaverse-XL. Comprising over 5,000 unique skeletal topologies and 2 million frames, it exceeds the structural diversity of existing datasets by two orders of magnitude. Extensive experiments demonstrate that \MethodMotion outperforms specialist models on human and quadruped benchmarks while enabling zero-shot retargeting for the long tail of 3D creatures. Dataset is publicly available at https://huggingface.co/datasets/duckduckplz/Mobjaverse.
Cheng-Feng Pu, Jia-Peng Zhang, Meng-Hao Guo +2
Zhili College, Tsinghua University, China · BNRist, Department of Computer Science and Technology, Tsinghua University, China · VAST, China
Motion generation for rigged shapes is vital for scalable 4D asset production. However, template-based methods are limited by specific topologies and fail to generalize across diverse morphologies. Conversely, per-case optimization is computationally expensive, susceptible to local optima, and highly sensitive to viewpoint-induced ambiguities. In this paper, we present SkelMo, a diffusion-based framework designed for category-agnostic skeletal animation generation from 2D video guidance. To overcome the scarcity of high-quality training data, we have curated a large-scale dynamic dataset comprising approximately 20,000 diverse 3D animations, each featuring complete textures, skeletal rigging, and a wide array of comprehensive animation sequences. To bridge the kinematic gap between 2D visual motion cues and heterogeneous 3D skeletal structures, we propose a structural-semantic injection mechanism. Our model integrates texture and semantic attributes directly into skeletal joint representations. This allows it to map perceived visual dynamics to specific joint hierarchies and their functional roles. This enables SkelMo to synthesize high-fidelity animations that maintain anatomical consistency across a vast range of unseen categories, from existing biological species to fantastical beings. Extensive experiments demonstrate that our approach significantly outperforms existing methods, setting a new state-of-the-art benchmark for robust and efficient 4D asset generation. Project Page: https://research.davytao.me/skelmo/.
Ye Tao, Yuxin Yao, Kendong Liu +2
Department of Computer Science, City University of Hong Kong, Hong Kong SAR, China
This paper studies the problem of recovering motion from monocular video, even when the target skeleton topology differs from the subject observed in the video. Although previous methods have made efforts to resolve this problem, they remain vulnerable to joint-rotation errors that are coupled across the skeleton and can propagate along its kinematic hierarchy. To mitigate these errors, we present CAST, a topology-aware motion capture framework that combines learned local rotations with geometric correction guided by predicted global bone directions. Our observability analysis characterizes which rotational components can be constrained by outgoing bone directions. Guided by this analysis, GRACE uses reliability-gated alignment to correct composed orientations in parent-to-child order, leaving unconstrained components to the learned rotation predictor. The motion predictor and correction module are trained jointly with motion-derived supervision, using a frozen image encoder. Experiments under the TopoCap evaluation protocol show that the proposed framework improves motion recovery across different target topologies, including unseen structures. Reference-based cross-skeleton evaluation on a curated Mixamo benchmark and a user preference study further assess transfer to different target structures. A causal CAST-B variant achieves over 51 FPS on a single NVIDIA A100 GPU, with timing covering image encoding and motion prediction. Code repository: https://github.com/fankewen/CAST.
Pu Pang, Zhongfei Qing, Ling-Hao Chen +3
Xi’an Jiaotong University, China · Zhongguancun Academy, China · Tencent, China +2