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.

Mar 11, 2026

Vision-Based Hand Shadowing for Robotic Manipulation via Inverse Kinematics

Teleoperation of low-cost robotic manipulators remains challenging due to the difficulty of retargeting human hand motion to robot joint commands. We present an offline hand-shadowing inverse-kinematics (IK) retargeting pipeline driven by a single egocentric RGB-D camera mounted on 3D-printed glasses. The pipeline detects 21 hand landmarks per hand using MediaPipe Hands, deprojects them into 3D via depth sensing, transforms them into the robot coordinate frame, and solves a damped-least-squares IK problem to produce joint commands for the SO-ARM101 robot (5 arm + 1 gripper joints). A gripper controller maps thumb-index finger geometry to grasp aperture with a multi-level fallback hierarchy. Actions are previewed in a physics simulation before replay on the physical robot. We evaluate the pipeline on a structured pick-and-place benchmark (5-tile grid, 10 grasps per tile, 3 independent runs) achieving an 86.7% +/- 4.2% success rate, and compare it against four vision-language-action (VLA) policies (ACT, SmolVLA, pi_0.5, GR00T N1.5) trained on leader-follower teleoperation data. We provide a quantitative error analysis of the pipeline, reporting a mean IK position error of 36.4 mm, trajectory smoothness metrics showing 57-68% jerk reduction from EMA smoothing, and an ablation study over the smoothing parameter. We also test the pipeline in unstructured real-world environments (grocery store, pharmacy) and find that success is reduced to 9.3% due to hand occlusion by surrounding objects. To mitigate this, we integrate WiLoR as an alternative hand detector, achieving an 8% improvement in hand detection rate over MediaPipe, highlighting both the promise and current limitations of marker-free analytical retargeting.
Mar 10, 2026

Kinodynamic Motion Retargeting for Humanoid Locomotion via Multi-Contact Whole-Body Trajectory Optimization

We present the KinoDynamic Motion Retargeting (KDMR) framework, a novel approach for humanoid locomotion that models the retargeting process as a multi-contact, whole-body trajectory optimization problem. Conventional kinematics-based retargeting methods rely solely on spatial motion capture (MoCap) data, inevitably introducing physically inconsistent artifacts, such as foot sliding and ground penetration, that severely degrade the performance of downstream imitation learning policies. To bridge this gap, KDMR extends beyond pure kinematics by explicitly enforcing rigid-body dynamics and contact complementarity constraints. Further, by integrating ground reaction force (GRF) measurements alongside MoCap data, our method automatically detects heel-toe contact events to accurately replicate complex human-like contact patterns. We evaluate KDMR against the state-of-the-art baseline, GMR, across three key dimensions: 1) the dynamic feasibility and smoothness of the retargeted motions, 2) the accuracy of GRF tracking compared to raw source data, and 3) the training efficiency and final performance of downstream control policies trained via the BeyondMimic framework. Experimental results demonstrate that KDMR significantly outperforms purely kinematic methods, yielding dynamically viable reference trajectories that accelerate policy convergence and enhance overall locomotion stability. Our end-to-end pipeline will be open-sourced upon publication.
Mar 3, 2026

ULTRA: Unified Multimodal Control for Autonomous Humanoid Whole-Body Loco-Manipulation

Achieving autonomous and versatile whole-body loco-manipulation remains a central barrier to making humanoids practically useful. Yet existing approaches are fundamentally constrained: retargeted data are often scarce or low-quality; methods struggle to scale to large skill repertoires; and, most importantly, they rely on tracking predefined motion references rather than generating behavior from perception and high-level task specifications. To address these limitations, we propose ULTRA, a unified framework with two key components. First, we introduce a physics-driven neural retargeting algorithm that translates large-scale motion capture to humanoid embodiments while preserving physical plausibility for contact-rich interactions. Second, we learn a unified multimodal controller that supports both dense references and sparse task specifications, under sensing ranging from accurate motion-capture state to noisy egocentric visual inputs. We distill a universal tracking policy into this controller, compress motor skills into a compact latent space, and apply reinforcement learning finetuning to expand coverage and improve robustness under out-of-distribution scenarios. This enables coordinated whole-body behavior from sparse intent without test-time reference motions. We evaluate ULTRA in simulation and on a real Unitree G1 humanoid. Results show that ULTRA generalizes to autonomous, goal-conditioned whole-body loco-manipulation from egocentric perception, consistently outperforming tracking-only baselines with limited skills.
Mar 3, 2026

Kling-MotionControl Technical Report

Character animation aims to generate lifelike videos by transferring motion dynamics from a driving video to a reference image. Recent strides in generative models have paved the way for high-fidelity character animation. In this work, we present Kling-MotionControl, a unified DiT-based framework engineered specifically for robust, precise, and expressive holistic character animation. Leveraging a divide-and-conquer strategy within a cohesive system, the model orchestrates heterogeneous motion representations tailored to the distinct characteristics of body, face, and hands, effectively reconciling large-scale structural stability with fine-grained articulatory expressiveness. To ensure robust cross-identity generalization, we incorporate adaptive identity-agnostic learning, facilitating natural motion retargeting for diverse characters ranging from realistic humans to stylized cartoons. Simultaneously, we guarantee faithful appearance preservation through meticulous identity injection and fusion designs, further supported by a subject library mechanism that leverages comprehensive reference contexts. To ensure practical utility, we implement an advanced acceleration framework utilizing multi-stage distillation, boosting inference speed by over 10x. Kling-MotionControl distinguishes itself through intelligent semantic motion understanding and precise text responsiveness, allowing for flexible control beyond visual inputs. Human preference evaluations demonstrate that Kling-MotionControl delivers superior performance compared to leading commercial and open-source solutions, achieving exceptional fidelity in holistic motion control, open domain generalization, and visual quality and coherence. These results establish Kling-MotionControl as a robust solution for high-quality, controllable, and lifelike character animation.
Mar 3, 2026

Rhythm: Learning Interactive Whole-Body Control for Dual Humanoids

Realizing interactive whole-body control for multi-humanoid systems is critical for unlocking complex collaborative capabilities in shared environments. Although recent advancements have significantly enhanced the agility of individual robots, bridging the gap to physically coupled multi-humanoid interaction remains challenging, primarily due to severe kinematic mismatches and complex contact dynamics. To address this, we introduce Rhythm, the first unified framework enabling real-world deployment of dual-humanoid systems for complex, physically plausible interactions. Our framework integrates three core components: (1) an Interaction-Aware Motion Retargeting (IAMR) module that generates feasible humanoid interaction references from human data; (2) an Interaction-Guided Reinforcement Learning (IGRL) policy that masters coupled dynamics via graph-based rewards; and (3) a real-world deployment system that enables robust transfer of dual-humanoid interaction. Extensive experiments on physical Unitree G1 robots demonstrate that our framework achieves robust interactive whole-body control, successfully transferring diverse behaviors such as hugging and dancing from simulation to reality.
Feb 27, 2026

OmniTrack: General Motion Tracking via Physics-Consistent Reference

Learning motion tracking from rich human motion data is a foundational task for achieving general control in humanoid robots, enabling them to perform diverse behaviors. However, discrepancies in morphology and dynamics between humans and robots, combined with data noise, introduce physically infeasible artifacts in reference motions, such as floating and penetration. During both training and execution, these artifacts create a conflict between following inaccurate reference motions and maintaining the robot's stability, hindering the development of a generalizable motion tracking policy. To address these challenges, we introduce OmniTrack, a general tracking framework that explicitly decouples physical feasibility from general motion tracking. In the first stage, a privileged generalist policy generates physically plausible motions that strictly adhere to the robot's dynamics via trajectory rollout in simulation. In the second stage, the general control policy is trained to track these physically feasible motions, ensuring stable and coherent control transfer to the real robot. Experiments show that OmniTrack improves tracking accuracy and demonstrates strong generalization to unseen motions. In real-world tests, OmniTrack achieves hour-long, consistent, and stable tracking, including complex acrobatic motions such as flips and cartwheels. Additionally, we show that OmniTrack supports human-style stable and dynamic online teleoperation, highlighting its robustness and adaptability to varying user inputs.
Feb 17, 2026

MeshMimic: Geometry-Aware Humanoid Motion Learning through 3D Scene Reconstruction

Humanoid motion control has witnessed significant breakthroughs in recent years, with deep reinforcement learning (RL) emerging as a primary catalyst for achieving complex, human-like behaviors. However, the high dimensionality and intricate dynamics of humanoid robots make manual motion design impractical, leading to a heavy reliance on expensive motion capture (MoCap) data. These datasets are not only costly to acquire but also frequently lack the necessary geometric context of the surrounding physical environment. Consequently, existing motion synthesis frameworks often suffer from a decoupling of motion and scene, resulting in physical inconsistencies such as contact slippage or mesh penetration during terrain-aware tasks. In this work, we present MeshMimic, an innovative framework that bridges 3D scene reconstruction and embodied intelligence to enable humanoid robots to learn coupled "motion-terrain" interactions directly from video. By leveraging state-of-the-art 3D vision models, our framework precisely segments and reconstructs both human trajectories and the underlying 3D geometry of terrains and objects. We introduce an optimization algorithm based on kinematic consistency to extract high-quality motion data from noisy visual reconstructions, alongside a contact-invariant retargeting method that transfers human-environment interaction features to the humanoid agent. Experimental results demonstrate that MeshMimic achieves robust, highly dynamic performance across diverse and challenging terrains. Our approach proves that a low-cost pipeline utilizing only consumer-grade monocular sensors can facilitate the training of complex physical interactions, offering a scalable path toward the autonomous evolution of humanoid robots in unstructured environments.
Feb 11, 2026

ExtremControl: Low-Latency Humanoid Teleoperation with Scaled Velocity Feedforward

Building a low-latency humanoid teleoperation system is essential for collecting diverse reactive and dynamic demonstrations. However, end-to-end latencies in existing approaches consistently hover around 200ms, roughly equal to human reaction time, that severely limits responsiveness and prevents tasks requiring rapid feedback. We identify position-only PD control as the root cause of this latency floor and propose ExtremControl, a low-latency whole-body control framework that: (1) incorporates scaled velocity feedforward in low-level control, reducing tracking delay by approximately 70ms with a provably optimal feedforward ratio; (2) operates directly on SE(3) poses of selected rigid links, primarily humanoid extremities, to avoid joint-space retargeting in the control loop. To minimize retargeting time, we derive a closed-form Cartesian-space mapping that uses a single anthropomorphic calibration step to translate human motion into humanoid link targets, accommodating operators with varying body proportions. Furthermore, we provide a theoretical framework for selecting control hyperparameters, and validate the effectiveness of velocity feedforward control in the reinforcement learning for locomotion setting through experiments in both simulation and the real world. Building on ExtremControl, we implement a teleoperation system supporting both optical motion capture and VR-based tracking, achieving end-to-end latency as low as 50ms --- well beneath the threshold at which system delay adds a full human reaction cycle to the control loop. This enables a qualitatively new class of reactive behaviors, including ping-pong ball balancing, juggling, and real-time return, that are beyond the capability of existing teleoperation systems.
Jan 12, 2026

SHARE: Sharing Human Actions across Robot Embodiments through Unified Retargeting and Tracking

The central challenge in reusing human actions across robots is the need to realize shared intent through incompatible kinematics, dynamics, and control interfaces. We present SHARE, which decomposes action sharing into two connected stages---reference generation and feedback execution---and uses native robot references as their interface to achieve shared structure, native realization. In the reference-generation stage, AdaMorph extracts human-motion intent with a shared temporal backbone and generates embodiment-compatible references through robot-conditioned decoding. In the feedback-execution stage, AdaTrack combines these references with proprioception, action history, and morphology, then uses variable-length dynamic representations, morphology-conditioned attention, expert distillation, and closed-loop reinforcement learning to emit native actions from one shared Actor. On G1, HI, AD, and T1, AdaMorph attains seen/unseen root-speed Pearson correlation coefficients (PCCs) of 0.951/0.894; AdaTrack reaches 94.00%/91.96% closed-loop Success Rate with 21.15% of the total parameters in four specialist Actors, while cross-embodiment pretraining improves seen/unseen adaptation by 9.67/13.62 points with only 1% target data.
Jan 6, 2026

MorphGS: Morphology-Adaptive Articulated 3D Motion Transfer from Videos

Transferring articulated motion from monocular videos to rigged 3D characters is challenging due to pose ambiguity in 2D observations and morphological differences between source and target. Existing approaches often follow a reconstruct-then-retarget paradigm, tying transfer quality to intermediate 3D reconstruction and limiting applicability to categories with parametric templates. We propose MorphGS, a framework that formulates motion retargeting as a target-driven analysis-by-synthesis problem, directly optimizing target morphology and pose through image-space supervision. A rig-coupled morphology parameterization factorizes character identity from time-varying joint rotations, while dense 2D-3D correspondences and synthesized views provide complementary structural and multi-view guidance. Experiments on synthetic benchmarks and real-world videos show consistent improvements over baselines. Project page: https://xodus777.github.io/MorphGS/
Oct 30, 2025

PHUMA: Physically Reliable Humanoid Locomotion Dataset

Motion imitation is a promising approach for humanoid locomotion, enabling agents to acquire humanlike behaviors. Existing methods typically rely on high-quality motion capture datasets such as AMASS, but these are scarce and expensive, limiting scalability and diversity. Recent studies attempt to scale data collection by converting large-scale internet videos, exemplified by Humanoid-X. However, they often suffer from physical artifacts such as floating, penetration, and foot skating, which hinder stable imitation. To address this, we introduce PHUMA, a Physically Reliable HUMAnoid locomotion dataset produced by a two-stage pipeline combining physics-aware curation and physics-constrained retargeting, aggregating both motion capture and internet video into a physically reliable, 73-hour corpus. On motion tracking benchmarks, PHUMA-trained policies achieve higher success rates than those trained on AMASS and Humanoid-X, and successfully transfer zero-shot to a real Unitree G1. The code is available at https://davian-robotics.github.io/PHUMA.
Sep 18, 2025

A Scalable Whole-body Motion Transfer via Implicit Kinodynamic Motion Retargeting

Human-to-humanoid imitation learning presents a promising pathway to address the severe data scarcity bottleneck in robotics by utilizing abundant, large-scale human motion collections. However, scaling this paradigm requires addressing two key challenges. First, human motion data acquired from videos, motion capture systems, or generative models often contains spatial noise, jitter, and frame-level flickering, which can be amplified during retargeting and lead to unsafe or physically infeasible robot motions. Second, existing motion retargeting methods typically rely on frame-by-frame numerical optimization, making them too computationally expensive for large-scale dataset synthesis. To overcome these limitations, we introduce Implicit Kinodynamic Motion Retargeting (IKMR), a highly scalable, neural-based data transformation pipeline. IKMR leverages a skeleton-based graph convolutional dual autoencoder to map cross-structural human and humanoid kinematic configurations into a shared topological latent space. To guarantee the physical viability of the generated data, the framework incorporates a physics-informed refinement phase that utilizes simulated physical tracking feedback to learn a robust motion prior. This implicit formulation fundamentally resolves both challenges. By shifting the computational burden from online optimization to offline inference, IKMR achieves an unprecedented data conversion throughput exceeding 5000 frames per second. Furthermore, leveraging the learned motion prior, it functions as an intrinsic data curation mechanism and naturally filters out high-frequency noise and spatial jitters from source data, yielding smooth trajectories that ensure physical hardware safety. Extensive evaluations, including real-world whole-body control deployments on humanoid robot, confirm that IKMR bridges the gap between human motion and robotic data.
May 30, 2025

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

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.
May 27, 2025

Multi-Embodiment Robotic Retargeting via Guided Diffusion Model

Motion retargeting for specific robot from existing motion datasets is one critical step in transferring motion patterns from human behaviors to and across various robots. However, inconsistencies in topological structure, geometrical parameters as well as joint correspondence make it difficult to handle diverse embodiments with a unified retargeting architecture. In this work, we propose a novel unified graph-conditioned diffusion-based motion generation framework for retargeting reference motions across diverse embodiments. The intrinsic characteristics of heterogeneous embodiments are represented with graph structure that effectively captures topological and geometrical features of different robots. Such a graph-based encoding further allows for knowledge exploitation at the joint level with a customized attention mechanisms developed in this work. For lacking ground truth motions of the desired embodiment, we utilize an energy-based guidance formulated as retargeting losses to train the diffusion model. As one of the first cross-embodiment motion retargeting methods in robotics, our experiments validate that the proposed model can retarget motions across heterogeneous embodiments in a unified manner. Moreover, it demonstrates a certain degree of generalization to both diverse skeletal structures and similar motion patterns.