Overview

Motion retargeting maps movement from one character or person to another body or robot with different proportions, joints, and abilities. Methods range from inverse kinematics and constrained trajectory optimization to learned graph, transformer, diffusion, and flow models; video reconstruction and physics simulation can help recover and refine motions. Work is evaluated on motion-capture and character-animation datasets, hand-object interaction tasks, and simulated or real robots, often testing whether transferred motions remain useful for control. A central challenge is balancing fidelity to the source with feasible movement and preserved contacts, especially when embodiments differ greatly or the source motion is incomplete.

Latest papers

104 papers36 papers in the last four weeks, up 300% on the four weeks before. 0.2% of all new papers.

Sep 29, 2026

Retargeting Motions to Diverse Skeletons via Learnable Flattening

Cross-structural motion retargeting aims to transfer motion between different skeletal topologies. Despite recent progress, existing state-of-the-art models struggle with reliability in zero-shot settings, i.e. skeletons with different topologies which were unseen during training, and recent Transformer-based attempts have failed to outperform specialized geometric methods. We bridge this gap with a Transformer Autoencoder that learns a topology- and translation-invariant latent space. Our core contribution is a learnable flattening of skeletal graphs that captures both local dependencies and global structure. Unlike the standard transformer architecture, which adds positional information to token content, we integrate graph-based positional encodings multiplicatively, a design choice that follows directly from our flattening formulation. The resulting model handles diverse skeletal topologies within a single unified architecture and trains in a fully unsupervised manner, requiring no paired retargeting data. Ablation studies show, that the graph encodings, multiplicative formulation, and Transformer backbone is critical for the performance. In zero-shot evaluations, our method reduces global joint position error by 43−47%43-47\% over current benchmarks. A user study (n=37n = 37), including expert animators, further ranks our approach highest in motion alignment and physical plausibility (p<0.05p < 0.05). These results demonstrate that our model design is key to making transformer architectures effective for motion retargeting, outperforming existing approaches.
Sep 29, 2026

Geometry-Preserving Human-to-Robot Upper-Body Motion Retargeting from Monocular Video

Monocular RGB video provides an accessible source of human demonstrations for upper-body robot motion, yet video-driven human-to-robot transfer remains challenging because body and hand motion are recovered at different spatial scales, human and robot kinematics differ substantially, and fine distal motion is difficult to preserve across embodiments. We present a geometry-preserving motion-retargeting framework that integrates unified body--hand reconstruction with morphology-independent geometric transfer. Frame-wise body estimates, video-level observations, and detailed hand evidence jointly constrain a single differentiable Momentum Human Rig (MHR) state, while transient hand artifacts are repaired in parameter space. The reconstructed motion is represented by arm-segment directions, elbow configuration, relative palm orientation, and bilateral wrist relations, and is realized on the target robot through multi-stage inverse kinematics and robot-specific hand adaptation. Within the broader system, Across-VAM provides video generation, whereas Across-WAM performs human-to-robot motion mapping. The method is evaluated on 16 monocular videos comprising 1,769 source frames, including 10 signing and six reach-to-grasp sequences. Unified reconstruction reduces mean hand reprojection error from 22.36 to 7.21 pixels relative to SAM 3D Body. All 16 retargeted trajectories completed kinematic simulation playback, and representative signing and reach-to-grasp motions were further demonstrated on a physical robot. The results demonstrate a unified pipeline from monocular human video to coordinated upper-body motion on a dual-arm dexterous robot.
Sep 29, 2026

Why Cross-Skeleton Retargeting Is Non-Identifiable: Structural Limits of Generative Motion Models

Cross-skeleton motion generation trains generative models to carry action structure and motion intention from one body to another. Yet a target motion that shows the right action has two explanations that the training data cannot tell apart: the model transferred the source clip, or it recovered a typical motion for the requested action. We show that this ambiguity is structural rather than incidental: under standard generative objectives, the source-conditioned retargeting map is non-identifiable in sparse heterogeneous motion domains. Unpaired distribution matching yields gauge non-identifiability: the latent spaces of different skeletons can be transformed relative to one another without changing the training evidence, so different source-conditioned maps fit it equally well. Sparse paired supervision admits the complementary failure mode, conditional-mean degeneration: when clips are paired only by action, squared-error training converges to an average target motion that ignores the source clip. To make the missing evidence observable, we introduce Source-Instance Fidelity (SIF), a diagnostic that tests whether outputs differ from one another the way their source clips do, with the target skeleton and action held fixed. Under this diagnostic, methods that succeed at the standard action-level test on animal motion data often sit at the source-blind floor, while the methods that rise above it retain only a partial relational signal. Retargeting therefore needs objectives and evaluations that can identify the source-conditioned map it claims to learn. Project page: https://cross-skeleton-retargeting.netlify.app/.
Sep 29, 2026

Kinematic Nonlinear Spatio-Temporal Trajectory Warping for Contact-Rich Dexterous Manipulation Demonstrations

We present a straightforward but effective method for repurposing existing contact-rich dexterous manipulation demonstrations. Starting from inputs of hand and object trajectories, our method outputs high-quality nonlinear trajectory warps that account for intermediate waypoints, environmental barriers, temporal shifts, and varied start/end configurations. Foundational to our method is the utilization of contact distributions, which we show allows us to reliably compute complex and high-dimensional dexterous hand trajectories following a simple object-centric warp specification pipeline. We evaluate our method across 12 variations sourced from 4 demonstrations in a publicly available dataset of human hand motion data, perform baseline comparisons, and demonstrate generalization of our approach to different manipulators. Results and code will be made available on publication.
Sep 29, 2026

OTRetarget: Joint Robot and Object Motion Retargeting via Optimal Transport

Transferring human motion to humanoid robots requires adapting the demonstrated motion to the robot morphology while preserving interactions with the environment. This is particularly challenging for loco-manipulation tasks, where contacts with the ground and manipulated objects must remain consistent despite differences in body proportions. Yet, skeletal motion alone does not fully describe these interactions, and fixing object trajectories limits the adaptation to a new embodiment. In this paper, we introduce OTR ETARGET, a unified approach to jointly retarget robot and multi-object motion from human demonstrations. Our approach represents surface interactions through signed distances, closest surface points, and relative directions, and uses entropic optimal transport to transfer these quantities across human, robot, and object geometries. We incorporate the resulting interaction targets into a constrained inverse kinematics formulation that balances contact preservation with motion style and jointly optimizes robot and object poses at each frame. This formulation accommodates robot-object and object-object interactions without rescaling the scene or the demonstration. We validate the proposed approach on OMOMO, where it achieves a robot- object interaction Jaccard score of 87% and a depth error of 8.7 mm, compared with 28% and 29.3 mm for OmniRetarget. Finally, we demonstrate transfer to a physical G1 humanoid using whole-body policies trained with reinforcement learning on the retargeted references, across motions including two-handed box pick-and-place onto a table.
Sep 28, 2026

DexRoam: Learning Mobile Bimanual Dexterous Manipulation from Egocentric Whole-Body Human Demonstrations

Mobile bimanual dexterous manipulation requires continuous coordination of locomotion, whole-body motion, and finger-level dexterity within a single trajectory, creating a severe robot demonstration bottleneck. Egocentric human demonstrations offer a scalable alternative, but prior approaches ease the transfer by simplifying human motion, discarding exactly the fine-grained, coupled structure such tasks depend on. We present DexRoam, a complete system for learning mobile bimanual dexterous manipulation from human demonstrations, in which whole-body motion remains continuous and coupled throughout the human-to-robot transfer process. To enable scalable collection of whole-body human manipulation demonstrations, we develop a tracker-free capture system using only a consumer VR headset and a head-mounted stereo camera, without external cameras or motion trackers. We then perform three explicit alignment stages---embodiment, action-semantic, and temporal---to map captured motion into the robot action space, preserving fine-grained whole-body motion and allowing human and robot demonstrations to be jointly learned by standard VLA policies. Real-world experiments with different VLA backbones show that human demonstrations consistently improve policy learning across training paradigms, raising average success from 29% to 56% on GR00T N1.7 and from 32% to 57% on pi0.5, while matching robot-only training with half the robot demonstrations. Ablations confirm that each alignment stage is necessary. These results highlight the potential of human demonstrations for scalable whole-body mobile manipulation with preserved fine-grained motion structure.
Sep 28, 2026

DexWeave: Learning Dexterous Humanoid Loco-Manipulation from Human Demonstrations

Learning dexterous humanoid loco-manipulation from human demonstrations requires transferring not only human motion, but also the coordinated interaction structure underlying the demonstrated behavior. This is challenging because embodiment differences distort the coupling among body motion, wrist placement, finger articulation, and object interaction, while kinematically accurate references may still be difficult to realize under robot dynamics. We present DexWeave, a unified framework that connects interaction-consistent motion retargeting with anatomy-aware whole-body policy learning. DexWeave first employs a two-stage retargeting procedure that initializes body and hand motions with specialized solvers and subsequently performs coupled refinement over the upper-body interaction chain while preserving lower-body support. The resulting references are tracked by an anatomy-aware Transformer policy that represents anatomical regions as structured tokens and uses directed masked attention to model their dependencies, with object information selectively conditioning the upper-body pathway for dexterous interaction. The policy jointly outputs body and dexterous-hand actions and is trained directly with reinforcement learning, without pretrained tracking policies, teacher-student distillation, or subsequent residual refinement. DexWeave improves retargeting fidelity and interaction consistency while achieving higher manipulation performance and faster policy convergence than MLP baselines. We further deploy the learned policies on a physical Unitree G1 humanoid equipped with Inspire dexterous hands, demonstrating dexterous whole-body loco-manipulation in the real world. See our project page (https://dexweave.github.io) for videos.
Sep 28, 2026

HOI-Retarget: Contact-Centric Retargeting for Human-Object Interaction

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.
Sep 27, 2026

DexTaG: Tactile-as-Guidance in Reinforcement Learning for Dexterous Manipulation

Glove-based motion capture is emerging as a scalable approach to collecting dexterous-hand demonstration data. However, due to the kinematic gap between the human and robot hand, the recorded human motions cannot be executed directly on the robot, especially for contact-rich tool-use tasks involving in-hand reorientation. Prior work bridges this gap in simulation through reinforcement learning (RL) or trajectory optimization, but the human contact pattern is hard to preserve under such formulations, often producing unnatural manipulation and unstable functional grasps. These methods also train a separate policy or solve a separate optimization for each reference trajectory, which is inefficient. To solve these problems, we propose DexTaG, a tactile-guided RL framework for dexterous manipulation. During training, tactile signals captured by the glove guide policy search toward the measured human contact pattern, reducing reliance on precise reference geometry for contact supervision. To improve efficiency, we train a single generalizable retargeter jointly on all training trajectories of the same object. The retargeter is further distilled into a tactile-free student controller conditioned on the target object trajectory for real-world deployment. On marker-pen and hammer manipulation tasks, DexTaG learns natural, contact-rich behaviors that baselines with distance-based contact heuristics fail to learn, generalizes to held-out trajectories of the same object and task, and outperforms single-trajectory baselines on OakInk2.
Sep 27, 2026

Traceable Human-to-Humanoid Sign Language Benchmarking

Sign data collection is costly, and teleoperation scales poorly, motivating reuse of large video corpora. Humanoid signing requires converting video-derived human motion into robot trajectories while preserving linguistic motion cues. Errors from fitting, human-motion repair, retargeting, robot geometry repair, and control are hard to separate from the final trajectory alone. We introduce HumanoidCSL-20K, a dataset and benchmark of 20,648 sentence-level Chinese Sign Language sequences, each with four aligned versions: the source, the repaired human motion, the direct robot reference, and the geometry-repaired robot reference. Observation-supported local human-motion repair, full-robot geometry repair, and cross-representation provenance make each transformation traceable. Paired evaluations measure human-motion continuity and content preservation, robot-reference feasibility, and physical execution. A sign-specific kinematic-reference protocol scores handshape, location, palm orientation, and inter-hand relation over the full planned motion. Full-corpus results show fewer abnormal arm / hand steps and less inter-hand and hand-body penetration after repair. Control experiments separate reference learnability from curriculum effects, while component scores expose remaining execution errors.
Sep 25, 2026

ReFM: Semantic-Aware Refinement Flow Model for Motion Retargeting

Motion retargeting transfers motion across characters with different skeletal structures while preserving semantic intent and physical plausibility. Despite recent progress, two fundamental questions remain: (i) how can reliable source-motion semantics be learned without high-quality paired retargeting data, and (ii) how should retargeting be formulated when no reliable paired motion can serve as a definitive regression objective? Existing methods commonly preserve semantics by constraining predictions toward copied motions. However, such initializations entangle useful articulation cues with artifacts caused by mismatched skeletal proportions and body geometry. Moreover, directly regressing a final motion in one forward pass is restrictive because retargeting is inherently underdetermined, and the desired solution must balance semantic fidelity with target-specific physical and temporal constraints rather than match a unique paired target. Motivated by these limitations, we propose ReFM, a source-mesh-agnostic, energy-guided model that reformulates motion retargeting as progressive refinement. First, an SO(3) canonicalizer removes redundant global-orientation variations. Second, a cross-character semantic encoder, pretrained through contrastive learning, provides a character-invariant representation for both optimization guidance and semantic evaluation. ReFM then progressively refines an initialized target motion through a learned flow guided by semantic consistency, physical plausibility, temporal coherence, and minimal motion modification. The framework is compatible with different initialization strategies, including both direct motion copying and Autodesk HumanIK, an industry-standard full-body inverse-kinematics retargeting system.
Sep 23, 2026

Morphometric Imitation: From Morphology and Contact Aware Hand Retargeting to Sim-to-Real Visuomotor Policy

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
Sep 21, 2026

Touch2Robot: Robot Touch in the Human Demonstration Loop

Human demonstrations offer a scalable way to collect manipulation data, but their contacts may be unstable or infeasible when transferred to a robot hand. Collecting demonstrations directly on the target robot avoids this mismatch but substantially increases the cost of data collection. To address this trade-off, we present Touch2Robot, a framework that lets humans collect demonstrations while seeing how the target robot hand would contact the object. We capture human hand motion, tactile-glove measurements, and object motion during human manipulation. These recordings guide object-specific RL policies to reproduce the demonstrated object motion while favoring contacts consistent with the recorded human touch. We distill the learned behaviors into a unified real-time retargeter that maps incoming human observations and object geometry to robot hand configurations. During collection, the predicted robot configuration is synchronized with the tracked object pose in simulation to reconstruct robot-object contacts, which are visualized to help the demonstrator adapt subsequent interactions to the target hand. Across four real-world tasks, Touch2Robot improves average real-robot replay completion from 37.9% to 72.1% over visual-only feedback, while reducing the collection time per replay-successful demonstration from 58.6s to 18.2s. Reconstructed target-hand contacts achieve 44.2% F1 against real-robot tactile measurements, and policies trained on Touch2Robot demonstrations improve downstream Diffusion Policy performance by 29.1 percentage points over visual-only feedback. These results show that bringing robot touch into the human demonstration loop improves both the quality and efficiency of scalable dexterous data collection. Project webpage: https://Touch2Robot.github.io/.
Sep 21, 2026

Dexterous Robot Manipulation from Human Demonstrations via Contact-Anchored Retargeting and Residual Policy Learning

Learning dexterous manipulation from demonstrations is bottlenecked by data: the contact forces that determine whether a grasp succeeds are absent from every scalable source of human demonstrations. This paper builds on two observations. First, what survives the change from a human hand to a robot hand is the contact structure of a demonstration - which finger regions touch which object locations, and in what order - rather than its joint motion. Second, physical consistency need not be engineered per task: a single residual reinforcement learning (RL) policy, trained once across diverse demonstrations, can repair kinematic recordings into physically consistent, contact-annotated trajectories, and the same residual formulation restores dynamic feasibility after retargeting. These observations yield a three-stage pipeline that converts human motion-capture recordings into dexterous robot policies with no real-robot training data: physics refinement with a simulated MANO hand recovers contacts and forces, contact-anchored retargeting transfers the demonstrated contact structure through an objective independent of hand morphology, and residual policy learning adapts the result to robot actuation. The pipeline reconstructs 25,454 single-hand trajectories (success 7.3% -> 59.3%) and 25 dual-hand tasks (16.0% -> 62.4%) with one shared policy per setting, transfers one human dataset to four morphologically distinct robot hands (+62.4 pp), and executes four contact-rich bimanual tasks on physical hardware with zero real-robot training data.
Sep 17, 2026

Learning Scene-Aware Humanoid Locomotion through 3D Clutter from Immersive Human Demonstrations

While learning from human motions has enabled highly dynamic humanoid skills such as dancing and martial arts in obstacle-free space, traversal through densely cluttered environments remains underexplored. These spaces are three-dimensional and geometrically constrained, requiring scene-aware locomotion that tightly couples whole-body motion with scene geometry for obstacle avoidance. To address these challenges, we present Moving Through Clutter (MTC), a learning-from-demonstration framework for scene-aware humanoid locomotion. To bypass costly physical scene construction, MTC uses procedurally generated Virtual Reality environments for immersive data collection. To transform these human motions into training-ready humanoid motions, we propose a scene-aware motion retargeting algorithm that converts human demonstrations into humanoid trajectories while strictly enforcing robot-scene clearance to guarantee collision-free traversal. These reference trajectories are then used to train a scene-aware locomotion policy that deploys on a Unitree G1 humanoid. Evaluated on our proposed MTC-Challenge for multi-obstacle traversal, the policy demonstrates a 70.2% collision-free rate across diverse scenarios, successfully traversing complex environments through diverse whole-body skills, including crawling through low-clearance passages and squeezing through narrow gaps.
Sep 10, 2026

Morphology-Aware Human Motion Retargeting for Wheeled-Humanoid Loco-Manipulation

Human-to-humanoid retargeting has largely been studied on legged platforms, while comparatively few wheeled-humanoid systems support coupled locomotion and manipulation from general human motion. Building on GMR's configurable general-motion retargeting and BeyondMimic's physically simulated R1 Pro learning framework, we present a reproducible pipeline that converts multi-dataset SMPLX motion into executable loco-manipulation behavior for the Galaxea R1 Pro wheeled humanoid. The robot has a planar three-wheel base, a serial torso, and two arms but no leg joints, so human lower-body motion must be redistributed across base motion and torso posture without sacrificing manipulation-relevant arm geometry. Our pipeline combines canonical body-shape preprocessing, planar-base normalization, morphology-aware differential inverse kinematics, shoulder-rooted hierarchical arm retargeting, and continuous torso substitution for bending and squatting. A reference-twist-driven planning layer then decodes planar base motion into continuous three-wheel steering and rolling commands subject to hysteresis, kinematic continuity, acceleration, and actuator-rate limits. Finally, a 21-dimensional BaseDecode policy is trained in Isaac Lab with directional joint-limit scaling, focused upper-body tracking, and a staged wheel-contact reward. The resulting system provides a complete bridge from human motion data to physically trackable wheeled-humanoid loco-manipulation rather than a visualization-only retargeter; quantitative policy comparisons remain scheduled for a later revision.
Sep 2, 2026

Unified Motion Retargeting for Humanoids with Learned Point Cloud Correspondence

Humanoid learning increasingly relies on transforming vast and diverse human motion data into high-quality robot reference trajectories. However, retargeting human motion to humanoid robots is challenging due to substantial differences in morphology, degrees of freedom, joint ranges, and kinematic constraints between humans and robots. Existing retargeting methods typically address these differences by defining human-robot correspondence through hand-crafted sparse keypoints or body-part pairs. As a result, retargeting quality depends heavily on manual semantic design, limiting scalability across motion sources and robot morphologies and providing only sparse guidance for reproducing detailed poses and interactions. In this paper, we present Unified Motion Retargeting (UMR), a framework that learns dense point cloud correspondence without requiring manually designed human-robot mappings. By treating exterior point clouds as a unified interface between human motion and humanoid robots, UMR decouples retargeting from source-specific skeletal semantics and robot-specific topology. The learned dense correspondence provides fine-grained geometric anchors for constrained point cloud matching optimization, enabling surface-level pose alignment and direct transfer of interaction contacts. Experiments demonstrate that UMR unifies retargeting across heterogeneous motion sources, robot embodiments, and downstream scenarios ranging from locomotion to interaction, while achieving higher motion fidelity and plausibility than state-of-the-art methods. UMR therefore provides a scalable foundation for transforming large-scale human motion references into robot-ready training data.
Aug 16, 2026

ReForce: Learning Force-aware Retargeting for Dexterous Manipulation

Human demonstrations offer a scalable data source for dexterous manipulation, but transferring them to robot actions remains challenging due to the embodiment gap. Today's retargeting is mostly kinematic, yet manipulation is decided by force, which governs how the hand interacts with the object and how the object moves. In this paper, we present ReForce, a Force-aware Retargeting method that turns human motion and forces into robot actions that reproduce the intended contact. ReForce predicts a residual on the kinematically retargeted action to reach the desired force, using a general force tracker trained on large-scale simulation interactions. It supports both online force-aware teleoperation and offline data translation. In simulation and on real hardware, ReForce achieves lower force-tracking error and stronger multi-finger contact engagement on contact-rich tasks such as paper-cup grasping and tongs manipulation.
Aug 7, 2026

C2Dex: Contact-Consistent Reconstruction and Retargeting for Dexterous Manipulation from Monocular Video

High-quality demonstrations for dexterous robot manipulation are costly and difficult to collect, whereas monocular human videos provide a scalable source of diverse manipulation behaviors. However, transferring such demonstrations to dexterous robots remains challenging: monocular hand-object interaction (HOI) reconstruction often produces temporally unstable contacts and physically implausible interactions, while conventional retargeting methods struggle to preserve task-relevant contacts and local interaction geometry across different hand embodiments. We present C2Dex, a video-to-dexterous-manipulation framework built around a shared interaction representation: stable object-side contacts recovered by aggregating noisy frame-wise observations in the canonical object space. These stable contacts serve a dual role: as trajectory-level constraints that guide reconstruction toward temporally coherent and physically plausible human HOI trajectories, and as explicit transfer targets for the dexterous hand, where Laplacian interaction optimization preserves the local hand-object geometry across embodiments and residual reinforcement learning refines the trajectory in simulation. Experiments on DexYCB and TACO show that C2Dex achieves end-to-end trajectory success rates of 57.78% and 26.67%, respectively, substantially outperforming the strongest baselines (17.78% and 10.00%) under identical evaluation criteria. Real-robot replay experiments further demonstrate physical feasibility across diverse contact-rich manipulation tasks. Project page: https://k-jie.github.io/C2Dex/
Aug 4, 2026

Shooting for Contact: Contact-Implicit Multiple Shooting for Dynamic Motion Retargeting

Motion retargeting approaches often prioritize kinematic similarity over whole-body dynamics, contact consistency, and actuation limits, yielding references that are difficult for reinforcement learning (RL) policies to reproduce, particularly for contact-rich behaviors. We present a contact-implicit, direct simulation-based multiple shooting (DSMS) framework that transforms kinematically feasible references into dynamically feasible whole-body trajectories. By embedding a differentiable simulator within a nonlinear program, DSMS resolves contact, friction, impacts, self-collision, and joint limits internally while enforcing tracking, actuation, and task constraints without prescribing a contact schedule or introducing explicit contact constraints. Compared with existing retargeting methods, DSMS accelerates motion-imitation RL training and yields policies with high success rates and low tracking error. We further demonstrate zero-shot sim-to-real transfer on the Unitree G1 through command-conditioned walking, jogging, and contact-rich crawling, and a highly dynamic 180-degree jump-turn.
Aug 3, 2026

Teleopit: A Full-Embodiment Humanoid Teleoperation System

Humanoid teleoperation for demonstration collection requires coordinated whole-body motion, continuous dexterous hand control, and viewpoint control. Existing systems either simplify hand commands or depend on dedicated wearable sensors for fine-grained hand motion. We introduce Teleopit, a full-embodiment teleoperation system that maps body, hand, and head signals from VR to a humanoid body, configurable dexterous hands, and a 2-DoF active vision module. A history encoder and failure-aware rewind sampling improve the motion tracker on both motion-capture and live VR references. An optimization-based hand retargeter combines normalized finger directions, fingertip closure, and thumb-frame alignment to map human hand motion to different dexterous hands without tuning hand-specific objective or solver hyperparameters. Component experiments evaluate tracking success rate and retargeting behavior, while real-robot teleoperation demonstrates coordinated locomotion, manipulation, and viewpoint control. ACT and GR00T N1.7 policies trained on 96 successful demonstrations collected with Teleopit achieve task success rates of 90.0% and 95.0%, respectively, when deployed on the humanoid. The project page is available at https://botrunner64.github.io/teleopit-page.
Aug 3, 2026

Perception-and-action system for humanoid robot task execution in construction

Humanoid robots, with their human-like shape and multi-tasking capabilities, are well-aligned with human-dominated workplaces, like those in civil and construction engineering, where they could collaborate with human workers or autonomously perform physically demanding and hazardous tasks. Despite this promise, limited research has explored how to endow these robots with the practical capabilities needed to perform construction tasks. To this end, this study proposes a novel perception-and-action system that enables humanoid robots to learn and perform construction tasks from worker demonstrations. This system contains two deep networks: Humanoid-PoseNet, which extracts human postures and translates them into mechanically feasible poses for a humanoid robot; and Humanoid-ActionNet, which learns robot-executable actions based on these translated poses. Experimental results demonstrate that the humanoid robot reliably executed eight construction-related actions, achieving an average motion-tracking error of 82.45 mm MPJPE (Mean Per Joint Position Error). This work provides an early step toward deploying humanoid collaborators in construction.
Jul 31, 2026

Event-Based Upper-Body Humanoid Teleoperation Under Challenging Illumination

We present a real-time upper-body human-to-humanoid motion imitation framework driven by neuromorphic event-based vision. This work addresses practical perceptual bottlenecks of conventional frame-based RGB sensors, specifically their difficulty in high dynamic range (HDR) scenes and rapid motions due to fixed integration times. By leveraging the Prophesee EVK4 event camera, which operates asynchronously with high temporal resolution and a dynamic range exceeding 120 dB, our system supports stable tracking in conditions where standard vision pipelines degrade, such as severe backlighting and very low light environments below 5 lux. The architecture integrates a low-latency Perception Module, utilizing optimized event accumulation and gravity-aligned inertial fusion, with a causal Motion Module (TWIST) that performs online kinematic retargeting. We validate the system on an embedded NVIDIA Booster T1 platform and an 18-DoF humanoid upper-body setup, demonstrating an end-to-end photon-to-action latency of 23-34 ms and advantages over RGB baselines under our experimental setup. The results indicate a practical trade-off: events can be preferable for fast or poorly lit upper-body teleoperation, whereas well-lit static scenes may favor RGB or hybrid sensing.
Jul 28, 2026

Two2Four: Generative Quadruped Puppeteering from Human Motion

Realistic animal motion for virtual production is typically obtained either through motion capture of highly trained performers who accurately mimic animal behavior, or by retargeting ordinary human motion using complex control setups. Both approaches are challenging and often fail to fully reproduce the nuances of natural animal motion, motivating data-driven alternatives. We present an automatic human-to-quadruped puppeteering framework that produces plausible and controllable quadruped motions from ordinary human motion data. Our approach employs a two-stage generative diffusion model trained purely on quadruped motion data. By introducing a structured conditioning and inpainting strategy, our method supports a wide range of actions, including walking, running, jumping, sitting, and lying. Furthermore, we enable fine-grained intuitive control of the quadruped motion such as head movement control and individual limb puppeteering. Experimental results demonstrate improved motion realism and controllability compared to existing retargeting approaches, highlighting the effectiveness of our framework as a tool for animation and virtual production applications.
Jul 20, 2026

From Sign Language Generation to Humanoid Execution: Vision-Language Guided Retargeting with Collision Mitigation

Recent sign language generation (SLG) systems increasingly output dense 3D body representations, which better preserve full-body kinematics and geometry for downstream embodiment on humanoid robots. However, these generated motions frequently exhibit self-intersections such as hand-hand and hand-torso penetration. While such artifacts may be tolerated in offline rendering, they become critical in humanoid execution as they lead to infeasible inverse-kinematics (IK) solutions, collisions, and unstable retargeted trajectories. We present a system-level framework that bridges SLG outputs to humanoid joint-space execution via two components. First, we introduce a volumetric SMPL-X collision-mitigation module that projects generated signing motions toward physically plausible configurations while minimally deviating from the original trajectory. Second, we propose a vision-language-guided retargeting algorithm built on an IK backbone: a VLM serves as a visual critic over rendered humanoid motion, identifies embodiment-specific failure modes, and triggers targeted task-space corrections. Our results highlight collision handling and perception-guided refinement as key missing components for reliable humanoid signing.
Jul 13, 2026

A Minimalist Retargeting-Guided Reinforcement Learning Recipe for Dexterous Manipulation

Recent work in humanoid whole-body control has found success with a simple recipe: retarget human motion to robot kinematic references, then train policies via reinforcement learning (RL) to track them. But how does this recipe transfer to dexterous manipulation? The answer is not obvious, as manipulation involves complex, contact-rich dynamics and requires delicate regulation of contact modes and forces. We present REGRIND, a minimalist retargeting-guided RL pipeline that learns dexterous manipulation policies from a single human demonstration. REGRIND retargets human hand-object motion to a robot reference that preserves hand-object spatial and contact relationships, trains a residual RL policy in simulation to track object-centric keypoints along that reference, and transfers the resulting policy zero-shot to hardware with careful system identification. The resulting policies produce fluid, human-like behavior on two different multi-fingered hands across contact-rich tool-use tasks, including operating a pair of scissors and turning a screwdriver. Through systematic hardware experiments, we identify and analyze the key factors that govern sim-to-real transfer in dexterous manipulation, offering practical guidance for retargeting-based learning in contact-rich settings. Videos and code are available at https://yunhaifeng.com/REGRIND.
Jul 13, 2026

Controlling Motion Transfer in Diffusion Transformers via Attention Heads

Diffusion Transformers (DiTs) have advanced video generation with high-quality, temporally coherent results. However, extending them to motion transfer, which requires following reference motion while aligning with a target prompt, remains challenging due to limited understanding of motion and structure representations within DiTs. We analyze video DiTs at the attention-head level and identify distinct heads specialized for motion and spatial structure. Based on this insight, we propose a head-aware controllable motion transfer framework that requires no parameter updates. Our method refines motion cues from motion-specialized heads via semantic correspondence guidance and preserves structure through selective feature injection. This head-level control not only enables accurate motion transfer but also provides an interpretable foundation for controllable video generation with DiTs.
Jul 10, 2026

DemoBridge: A Simulation-in-the-Loop Toolkit for Single-View Human Demonstration Retargeting

We present DemoBridge, an toolkit that turns a single-view RGB stereo recording of a human hand demonstration into an executable, physics-validated robot-arm trajectory. Retargeting across the embodiment gap is hard. A robot arm reaches a target with a long, articulated body whose links carry far more collision volume than a hand. Solving inverse kinematics for the mapped end-effector pose often yields no collision-free solution, and a trajectory imposes this at every waypoint. A single view adds noise, leaving the demonstrated reference inaccurate. At the core of DemoBridge is a single collision-aware planner. It optimizes the whole joint trajectory at once, reasoning jointly over alternative grasp poses, whole-arm and grasped-object collision, and fidelity to the demonstrated path. A physics simulator runs in the loop. It validates each phase as it is produced and backtracks on failure, so a demonstration that cannot be reproduced as given is re-planned rather than discarded. The resulting action sequence is dynamically stable and faithful to the demonstrated manipulation. It also doubles as a ready-to-use simulation rollout for policy learning. Grasp timing is inferred automatically, and the perception backends, robot, and pipeline stages are swappable from configuration. We evaluate whole-pipeline retargeting on three real-demonstration tasks and the planner on a controlled synthetic benchmark. Our code is available at https://gitlab.kuleuven.be/u0123974/demo-bridge/ .
Jul 9, 2026

AgenticFocus: Object-Preserving Mixed Reality Synthesis from Human FPV Video for Dexterous Humanoid Learning

Human egocentric video is a scalable supervision source for humanoid policy learning, but current pipelines struggle with hand-object occlusion, oversimplified motion, or specialized capture hardware. We introduce AgenticFocus, a Mixed Reality synthesis pipeline that converts ordinary first-person-view human videos into robot-trainable demonstrations by restoring occluded object geometry, reconstructing full-hand motion, and retargeting it to a humanoid embodiment through camera-relative alignment and layered compositing. The resulting dataset pairs focused visual observations with synchronized robot actions and states. AgenticFocus achieves lower trajectory error and smoother wrist motion than cross-embodiment baselines, with SPARC scores of -5.18 versus -5.56 and -6.05.
Jul 9, 2026

AnyDexRT: Calibration-Free Dexterous Hand Retargeting with Few-Shot Human Guidance

Teleoperation is a key interface for controlling dexterous robotic hands and collecting demonstrations for imitation learning. Its effectiveness largely depends on kinematic retargeting, which maps operator hand motions to feasible and intuitive robot hand motions. Existing methods often require hand-crafted objectives, precise calibration, or global shape matching between human and robot hand spaces, making them sensitive to hand-specific tuning and less reliable across different dexterous hands. We propose AnyDexRT, a calibration-free retargeting method for intuitive dexterous teleoperation across human-like dexterous hands. AnyDexRT combines self-supervised fingertip correspondence learning with few-shot human guidance to anchor the mapping in task-relevant regions, and further refines pinch-related poses using a contact classifier. Experiments on diverse dexterous hands and real-world teleoperation tasks show that AnyDexRT improves retargeting quality, reduces manual tuning, and provides more intuitive and efficient control than prior retargeting methods. Project website: https://chenxi-wang.github.io/projects/anydexrt