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This research advances virtual production by utilizing generative diffusion models to automatically translate human motion into realistic quadruped animations, eliminating the need for specialized animal performers. The two-stage architecture enables fine-grained control over complex actions like running and jumping while maintaining high fidelity in limb coordination. By addressing a specific gap in computer graphics through advanced machine learning techniques, this work offers new tools for animators seeking to bypass traditional motion capture limitations.
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Two2Four: Generative Quadruped Puppeteering from Human Motion

arXiv2 min de cititArticolul și perspectiva sunt în engleză.

arXiv:2607.26108v1 Announce Type: cross Abstract: 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.

Abstract: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.

Graphics (cs.GR); Machine Learning (cs.LG)

arXiv:2607.26108 [cs.GR]

(or arXiv:2607.26108v1 [cs.GR] for this version)

https://doi.org/10.48550/arXiv.2607.26108 Focus to learn more arXiv-issued DOI via DataCite

https://doi.org/10.1111/cgf.70565 Focus to learn more DOI(s) linking to related resources

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