Style-Conditioned Motion Generation

Latest papers

9 papers4 papers in the last four weeks, against 1 the four weeks before. 0.0% of all new papers.

Oct 13, 2026

Walk Like This: Stylized Locomotion for Physics-Based Characters through Example-Driven Diffusion

We present a real-time framework for expressive legged locomotion that enables independent control over velocity and style. Unlike existing data-driven controllers, which typically require explicit style labels for training, our method efficiently leverages large-scale unstructured motion data and generalizes to unseen styles. We disentangle style from functional locomotion through a tailored sampling strategy used to train a style encoder whose output conditions an autoregressive diffusion model. During inference, the user provides a style reference clip and a joystick velocity command. The diffusion model then generates a kinematic reference tracked by a reinforcement learning controller. To improve user controllability and stylization strength, we propose an attention biasing mechanism and a velocity command correction strategy. We demonstrate our method on a physics-based humanoid character in simulation and on a physical robot, showcasing robust real-time control and continuous style modulation. The results can be best seen in our supplemental video (https://www.youtube.com/watch?v=roFnS6N7nJ4).
Oct 9, 2026

VICAR: Video Imitation with Contact-Aware Retargeting for Humanoid Interactive Skills

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.
Oct 2, 2026

FlowHMR: Physically Plausible Motion Capture from Video

We present FlowHMR, a framework for recovering physically plausible global 3D human motion from monocular video. Previous learning-based methods typically regress human motion directly from video and train the network with geometric supervision. However, recovering human motion from monocular video is inherently ambiguous in depth, and direct regression tends to collapse toward an averaged solution. Moreover, the recovered motions are not guaranteed to be physically plausible, so physics-based tracking of them often fails. To address these challenges, we formulate video motion capture as a video-conditioned motion generation problem and first pretrain a flow matching model for this task. Given an input video, the pretrained model generates diverse motion candidates, but not all of them are faithful to the video or physically trackable. We therefore post-train the model using Group Relative Policy Optimization (GRPO) with two rewards. A fidelity reward encourages consistency with the input video. A tracking reward favors motions that a physics-based controller can track successfully. Together, these rewards shift the model's output preference, so the post-trained model stays faithful to the input video while producing more physically plausible motion. We further introduce Wild-4K, a large and diverse dataset of about 4K internet videos, for evaluating human motion recovery in the wild. Qualitative and quantitative experiments on Wild-4K show that our method outperforms state-of-the-art methods in overall motion fidelity and achieves a physical tracking success rate of 82.47%, compared with 62.82% for the strongest baseline, GVHMR.
Sep 29, 2026

GestAdapt: Workspace-Conditioned Co-Speech Gesture Generation for Humanoid Robots

Co-speech gestures for robots must adapt not only to speech and embodiment, but also to the workspace available for performing the motion. Since the same speech can be accompanied by different gestures, a robot can respond to workspace constraints, e.g., gestures for speech next to a wall. In these scenarios, the robot should gesture in a suitable motion rather than simply correcting an unconstrained one. To achieve this goal, we present GestAdapt, a workspace-conditioned framework that conditions co-speech gesture generation on a prescribed wrist workspace. The GestAdapt framework learns from six complementary co-speech corpora through a shared motion representation and supports retargeting to different robot embodiments. Quantitative evaluation shows that generated motions remain close to the real-motion distribution while respecting the workspace. In a user study, gestures generated under modified workspace constraints receive a mean quality score of 3.24/5, above our no-workspace variant (2.43/5) and below the reference motions (3.68/5). In a real robot evaluation, all compared motions are retargeted to the Reachy2 humanoid robot under identical workspace constraints. Motions generated with our framework rank first in 69.7% of comparisons, higher than our no-workspace variant baseline and retargeted ground-truth motions constrained afterward. Overall, the results support adapting gestures to the available workspace during generation, rather than modifying unconstrained trajectories afterward to satisfy workspace constraints, potentially compromising gesture naturalness.
Sep 7, 2026

Flexible Motion Generation from Language and Style References

We introduce FlexMoGen, a novel framework for flexible human motion synthesis conditioned on both natural language descriptions and motion style references. Text prompts are effective at defining semantic content, but they are often limited in capturing fine-grained style details such as timing, limb articulation, and expressive dynamics. A style example clip supplements the text by conveying these nuanced motion characteristics directly, enabling the model to preserve high-level intent while reproducing the desired stylistic traits. Given a text prompt and a style example clip, FlexMoGen generates high-quality motions that preserve semantic content while faithfully reflecting the target style, offering users greater control over the animation generation process. Unlike prior methods that rely on discrete style labels and do not generalize to long or multi-style generation, FlexMoGen learns a variational style encoder without style supervision and supports long, time-varying, multi-style synthesis. Our framework jointly pre-trains the style encoder and a text-to-motion latent diffusion model within a unified architecture, modulating motion style through a lightweight adaptation module. It integrates an efficient relative positional encoding scheme and is trained on both stylized and non-stylized datasets, enabling strong generalization to unseen text-style combinations. Experiments show that FlexMoGen achieves the best balance between content fidelity and style reflection.
Jul 7, 2026

Prior-First, Condition-Second: Scalable and Controllable Hand Motion Completion

Synthesizing hand motion that matches the full body motion and the semantic labels is a difficult task due to their high degrees of freedom and the lack of semantic labels. To cope with this issue, we propose a prior-first, condition-second framework for body-conditioned hand motion completion. Our framework first learns a generic body-hand kinematic prior from large-scale unstructured and unlabeled motion data, capturing the intrinsic coordination between global body dynamics and hand articulation. Semantic control is then introduced through lightweight adaptation on top of the frozen prior, avoiding the need to relearn kinematic structure for each control interface. Our framework centers on a streaming, autoregressive body-hand prior that generates coherent, kinematically consistent hand motion from body dynamics in real time, using structured kinematic modeling to maintain mechanical body-hand coupling. To enable practical controllability under limited supervision, we introduce semantically-layered adapters that inject conditioning signals at appropriate kinematic levels, supporting both self-supervised attribute control and weakly supervised text-driven control with only a few hours of labeled data. Extensive evaluations demonstrate that our framework improves kinematic plausibility, robustness, and controllability compared to end-to-end conditioned baselines, particularly in low-resource and cross-dataset settings. We further showcase real-time inference and an interactive authoring workflow, highlighting the applicability to production animation pipelines. Homepage: https://AIGAnimation.github.io/HandPrior/
Apr 12, 2026

HO-Flow: Generalizable Hand-Object Interaction Generation with Latent Flow Matching

Generating realistic 3D hand-object interactions (HOI) is a fundamental challenge in computer vision and robotics, requiring both temporal coherence and high-fidelity physical plausibility. Existing methods remain limited in their ability to learn expressive motion representations for generation and perform temporal reasoning. In this paper, we present HO-Flow, a framework for synthesizing realistic hand-object motion sequences from texts and canoncial 3D objects. HO-Flow first employs an interaction-aware variational autoencoder to encode sequences of hand and object motions into a unified latent manifold by incorporating hand and object kinematics, enabling the representation to capture rich interaction dynamics. It then leverages a masked flow matching model that combines auto-regressive temporal reasoning with continuous latent generation, improving temporal coherence. To further enhance generalization, HO-Flow predicts object motions relative to the initial frame, enabling effective pre-training on large-scale synthetic data. Experiments on the GRAB, OakInk, and DexYCB benchmarks demonstrate that HO-Flow achieves state-of-the-art performance in both physical plausibility and motion diversity for interaction motion synthesis.
Mar 2, 2026

Sketch2Colab: Sketch-Conditioned Multi-Human Animation via Controllable Flow Distillation

We present Sketch2Colab, which turns storyboard-style 2D sketches into coherent, object-aware 3D multi-human motion with fine-grained control over agents, joints, timing, and contacts. Diffusion-based motion generators offer strong realism but often rely on costly guidance for multi-entity control and degrade under strong conditioning. Sketch2Colab instead learns a sketch-conditioned diffusion prior and distills it into a rectified-flow student in latent space for fast, stable sampling. To make motion follow storyboards closely, we guide the student with differentiable objectives that enforce keyframes, paths, contacts, and physical consistency. Collaborative motion naturally involves discrete changes in interaction, such as converging, forming contact, cooperative transport, or disengaging, and a continuous flow alone struggles to sequence these shifts cleanly. We address this with a lightweight continuous-time Markov chain (CTMC) planner that tracks the active interaction regime and modulates the flow to produce clearer, synchronized coordination in human-object-human motion. Experiments on CORE4D and InterHuman show that Sketch2Colab outperforms baselines in constraint adherence and perceptual quality while sampling substantially faster than diffusion-only alternatives.
Feb 20, 2026

Robo-Saber: Generating and Simulating Virtual Reality Players

We present the first motion generation system for playtesting virtual reality (VR) games. Our player model generates VR headset and handheld controller movements from in-game object arrangements, guided by style exemplars and aligned to maximize simulated gameplay score. We train on the large BOXRR-23 dataset and apply our framework on the popular VR game Beat Saber. The resulting model Robo-Saber produces skilled gameplay and captures diverse player behaviors, mirroring the skill levels and movement patterns specified by input style exemplars. Robo-Saber demonstrates promise in synthesizing rich gameplay data for predictive applications and enabling a physics-based whole-body VR playtesting agent.